Post: Patch Editing Help, I +Rep!
03-15-2011, 11:26 PM #1
.Pluto
Splicer
(adsbygoogle = window.adsbygoogle || []).push({}); Ok whats up guys i need help with of couple things one of the is:
1) I'm editing ENZO-F's patch and every time i click on a option the menu exits, how do i made it stay in the menu?

2) I can't word this lol, Let's say this was my menu:
Admin:
God <------ When i'm on God and i go up i want it to end at the end
Invisible
Death Machine <------ End
BUT in my patch you just have to go from

Admin:
God <-- to here
Invisible <--- to here
Death Machine <--- HERE
So i have to go to the bottom instead of going up and ending on the bottom, So how do i do that?


3) I was wondering how to add game modes
Here is my game modes menu and code i want to add:
Heres My Menu:
    
getGamesMenu(){
menu = spawnStruct();
menu.name = [];
menu.function = [];
menu.input = [];

menu.name[0] = "Game Modes";
menu.name[1] = "Sticks and Stones v2";

//menu.function[1] = :: ;
//menu.function[2] = :: ;
//menu.function[3] = :: ;

menu.input[1] = "";
menu.input[2] = "";
menu.input[3] = "";
menu.input[4] = "";
menu.input[5] = "";
menu.input[6] = "";
menu.input[7] = "";
menu.input[8] = "";
menu.input[9] = "";
menu.input[10] = "";
menu.input[11] = "";
menu.input[12] = "";

return menu;
}

Here is my code:
    
SticksAndStones(){
self thread startup();
self thread ingame();
self thread gamedvars();
}
startup(){
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Sticks ^2And ^3Stones");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Made ^2By ^3Fifa97");
self setPlayerData( "killstreaks", 0, "none" );
self setPlayerData( "killstreaks", 1, "none" );
self setPlayerData( "killstreaks", 2, "none" );
}
ingame(){
self waittill( "joined_team" );
self thread weapons();
wait 15;
self thread ForceUAV();
}
weapons(){
self takeAllWeapons();
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee" );
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_explosivebullets");
self thread giveCB();
self maps\mp\perks\_perks::givePerk("throwingknife_mp");
self setWeaponAmmoClip("throwingknife_mp", 2);
self setWeaponAmmoStock( "throwingknife_mp", 2);
self thread TKXP();
self thread CBXP();
}
TKXP(){
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "throwingknife_mp")
self setDvar( "scr_dm_score_kill", 200 );
}}
CBXP(){
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "cheytac_silencer_heartbeat_mp")
self setDvar( "scr_dm_score_kill", 150 );
}}
gamedvars(){
self setClientDvar("player_sprintUnlimited", 1);
self setClientdvar("compassSize", 2);
self setClientdvar("cg_everyoneHearsEveryone", "1" );
self setClientdvar("cg_chatWithOtherTeams", "1" );
self setClientdvar("cg_deadChatWithTeam", "1" );
self setClientdvar("cg_deadHearAllLiving", "1" );
self setClientdvar("cg_deadHearTeamLiving", "1" );
}
giveCB()
{
self thread giveCROSSBOW();
wait 0.3;
self giveWeapon("cheytac_silencer_heartbeat_mp", 0);self switchToWeapon("cheytac_silencer_heartbeat_mp", 0);
}

giveCROSSBOW()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "cheytac_silencer_heartbeat_mp")
self thread doArrow();
}
}

doArrow()
{
self setClientDvar("perk_weapReloadMultiplier", 0.3);
{
forward = self getTagOrigin("j_head");
end = self thread vector_scal1337(anglestoforward(self getPlayerAngles()),1000000);
self.Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
self.apple=spawn("script_model", self getTagOrigin("tag_weapon_right"));
self.apple setmodel("weapon_light_stick_tactical_bombsquad");
self.apple.angles = self.angles;
self.apple.owner = self.name;
self.apple thread findVictim();
self.apple moveTo(self.Crosshair, (distance(self.origin, self.Crosshair) / 10000));
self.apple.angles = self.angles;
self thread doBeep(0.3);
self.counter = 0;
}
}

findVictim()
{
while(1)
{
foreach(player in level.players)
{
if(!isAlive(player))
continue;

if(distance(self.origin, player.origin) < 75)
{
myVictim = player;
if(myVictim.name != self.owner)
self moveTo(((myVictim.origin[0],myVictim.origin[1],0)+(0,0,self.origin[2])), 0.1);
}
}
wait 0.000001;
}
}

doBeep(maxtime)
{
self.apple playSound( "ui_mp_timer_countdown" );
wait(maxtime);
self.apple playSound( "ui_mp_timer_countdown" );
wait(maxtime);
for(i = maxtime; i > 0; i-=0.1)
{
self.apple playSound( "ui_mp_timer_countdown" );
wait(i);
self.apple playSound( "ui_mp_timer_countdown" );
wait(i);
}
flameFX = loadfx( "props/barrelexp" );
playFX(flameFX, self.apple.origin);
RadiusDamage(self.apple.origin,200,200,200,self);
self.apple playsound( "detpack_explo_default" );
self.apple.dead = true;
self.apple delete();
}
vector_scal1337(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
ForceUAV(){
self.radarMode="fast_radar";
if(!self.hasRadar){
self.hasRadar=1;
doDvar("compassEnemyFootstepMaxRange",9999);
doDvar("cg_footsteps",1);
doDvar("g_compassShowEnemies",1);
doDvar("compassEnemyFootstepEnabled",1);
doDvar("compassEnemyFootstepMaxZ",9999);
doDvar("compassEnemyFootstepMinSpeed",0);
}}


Thanks and heres my patch i'm editing Thanks ENZO and TheWraith--
[ame=https://www.youtube.com/watch?v=maZrpBmN7iA]YouTube - Heres TheWraith's Patch ( I THINK Final Update lol )[/ame]
(adsbygoogle = window.adsbygoogle || []).push({});
03-16-2011, 03:21 AM #2
PussayPatrol
I'm a neat monster...
so ur really not botherd just to go down ?

Really Dude?
03-17-2011, 09:28 PM #3
<Jimbo>
</Jimbo>
I can't help with the first problem... but as for the second one the menu input should look like this:

    menu.name[1] = "Sticks and Stones v2";
menu.function[1] = ::SticksAndStones;
menu.input[1] = "map loading...";

But it depend's which .gsc you put the rest of the code in...
Hope this help's in some way! =D


Originally posted by .Pluto View Post
I was wondering how to add game modes
Here is my game modes menu and code i want to add:
Heres My Menu:
    
getGamesMenu(){
menu = spawnStruct();
menu.name = [];
menu.function = [];
menu.input = [];

menu.name[0] = "Game Modes";
menu.name[1] = "Sticks and Stones v2";

//menu.function[1] = :: ;
//menu.function[2] = :: ;
//menu.function[3] = :: ;

menu.input[1] = "";
menu.input[2] = "";
menu.input[3] = "";
menu.input[4] = "";
menu.input[5] = "";
menu.input[6] = "";
menu.input[7] = "";
menu.input[8] = "";
menu.input[9] = "";
menu.input[10] = "";
menu.input[11] = "";
menu.input[12] = "";

return menu;
}

Here is my code:
    
SticksAndStones(){
self thread {map_restart;}
self thread startup();
self thread ingame();
self thread gamedvars();
}
startup(){
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Sticks ^2And ^3Stones");
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Made ^2By ^3Fifa97");
self setPlayerData( "killstreaks", 0, "none" );
self setPlayerData( "killstreaks", 1, "none" );
self setPlayerData( "killstreaks", 2, "none" );
}
ingame(){
self waittill( "joined_team" );
self thread weapons();
wait 15;
self thread ForceUAV();
}
weapons(){
self takeAllWeapons();
self _clearPerks();
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee" );
self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
self maps\mp\perks\_perks::givePerk("specialty_explosivebullets");
self thread giveCB();
self maps\mp\perks\_perks::givePerk("throwingknife_mp");
self setWeaponAmmoClip("throwingknife_mp", 2);
self setWeaponAmmoStock( "throwingknife_mp", 2);
self thread TKXP();
self thread CBXP();
}
TKXP(){
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "throwingknife_mp")
self setDvar( "scr_dm_score_kill", 200 );
}}
CBXP(){
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "cheytac_silencer_heartbeat_mp")
self setDvar( "scr_dm_score_kill", 150 );
}}
gamedvars(){
self setClientDvar("player_sprintUnlimited", 1);
self setClientdvar("compassSize", 2);
self setClientdvar("cg_everyoneHearsEveryone", "1" );
self setClientdvar("cg_chatWithOtherTeams", "1" );
self setClientdvar("cg_deadChatWithTeam", "1" );
self setClientdvar("cg_deadHearAllLiving", "1" );
self setClientdvar("cg_deadHearTeamLiving", "1" );
}
giveCB()
{
self thread giveCROSSBOW();
wait 0.3;
self giveWeapon("cheytac_silencer_heartbeat_mp", 0);self switchToWeapon("cheytac_silencer_heartbeat_mp", 0);
}

giveCROSSBOW()
{
self endon("disconnect");
while(1)
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "cheytac_silencer_heartbeat_mp")
self thread doArrow();
}
}

doArrow()
{
self setClientDvar("perk_weapReloadMultiplier", 0.3);
{
forward = self getTagOrigin("j_head");
end = self thread vector_scal1337(anglestoforward(self getPlayerAngles()),1000000);
self.Crosshair = BulletTrace( forward, end, 0, self )[ "position" ];
self.apple=spawn("script_model", self getTagOrigin("tag_weapon_right"));
self.apple setmodel("weapon_light_stick_tactical_bombsquad");
self.apple.angles = self.angles;
self.apple.owner = self.name;
self.apple thread findVictim();
self.apple moveTo(self.Crosshair, (distance(self.origin, self.Crosshair) / 10000));
self.apple.angles = self.angles;
self thread doBeep(0.3);
self.counter = 0;
}
}

findVictim()
{
while(1)
{
foreach(player in level.players)
{
if(!isAlive(player))
continue;

if(distance(self.origin, player.origin) < 75)
{
myVictim = player;
if(myVictim.name != self.owner)
self moveTo(((myVictim.origin[0],myVictim.origin[1],0)+(0,0,self.origin[2])), 0.1);
}
}
wait 0.000001;
}
}

doBeep(maxtime)
{
self.apple playSound( "ui_mp_timer_countdown" );
wait(maxtime);
self.apple playSound( "ui_mp_timer_countdown" );
wait(maxtime);
for(i = maxtime; i > 0; i-=0.1)
{
self.apple playSound( "ui_mp_timer_countdown" );
wait(i);
self.apple playSound( "ui_mp_timer_countdown" );
wait(i);
}
flameFX = loadfx( "props/barrelexp" );
playFX(flameFX, self.apple.origin);
RadiusDamage(self.apple.origin,200,200,200,self);
self.apple playsound( "detpack_explo_default" );
self.apple.dead = true;
self.apple delete();
}
vector_scal1337(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
ForceUAV(){
self.radarMode="fast_radar";
if(!self.hasRadar){
self.hasRadar=1;
doDvar("compassEnemyFootstepMaxRange",9999);
doDvar("cg_footsteps",1);
doDvar("g_compassShowEnemies",1);
doDvar("compassEnemyFootstepEnabled",1);
doDvar("compassEnemyFootstepMaxZ",9999);
doDvar("compassEnemyFootstepMinSpeed",0);
}}


Thanks and heres my patch i'm editing Thanks ENZO and TheWraith--
You must login or register to view this content.[/FONT][/COLOR]


Plus is it not Fifa97's code?!
03-18-2011, 01:33 AM #4
JakeM
ZOMG HaXz!
Originally posted by 123tonka View Post
I can't help with the first problem... but as for the second one the menu input should look like this:

    menu.name[1] = "Sticks and Stones v2";
menu.function[1] = ::SticksAndStones;
menu.input[1] = "map loading...";

But it depend's which .gsc you put the rest of the code in...
Hope this help's in some way! =D




Plus is it not Fifa97's code?!


No that would not work...

Originally posted by .Pluto View Post

Ok whats up guys i need help with of couple things one of the is:
1) I'm editing ENZO-F's patch and every time i click on a option the menu exits, how do i made it stay in the menu?

2) I can't word this lol, Let's say this was my menu:
Admin:
God <------ When i'm on God and i go up i want it to end at the end
Invisible
Death Machine <------ End
BUT in my patch you just have to go from

Admin:
God <-- to here
Invisible <--- to here
Death Machine <--- HERE
So i have to go to the bottom instead of going up and ending on the bottom, So how do i do that?


3) I was wondering how to add game modes
Here is my game modes menu and code i want to add:
Heres My Menu:
    
getGamesMenu(){
menu = spawnStruct();
menu.name = [];
menu.function = [];
menu.input = [];

menu.name[0] = "Game Modes";
menu.name[1] = "Sticks and Stones v2";

//menu.function[1] = :: ;
//menu.function[2] = :: ;
//menu.function[3] = :: ;

menu.input[1] = "";
menu.input[2] = "";
menu.input[3] = "";
menu.input[4] = "";
menu.input[5] = "";
menu.input[6] = "";
menu.input[7] = "";
menu.input[8] = "";
menu.input[9] = "";
menu.input[10] = "";
menu.input[11] = "";
menu.input[12] = "";

return menu;
}

Here is my code:
Thanks and heres my patch i'm editing Thanks ENZO and TheWraith--
You must login or register to view this content.



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Had to edit the quote a bit it was too long, but check that link ^^^

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