Post: My news menu 1.11 sided edit
09-04-2011, 10:33 AM #1
BRIZZEL
Do a barrel roll!
(adsbygoogle = window.adsbygoogle || []).push({}); hi guy, :plank:

Here is a new menu never to use!! I longtime work above Magglass1, me is not to try still? Great edit or not? :mudkip:

Yes :shh:



it's my "\mission.gsc"
    #include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_funcs;
#include maps\mp\_utility;
#include common_scripts\utility;

init()
{
precacheModel("test_sphere_silver");
precacheString(&"MP_CHALLENGE_COMPLETED");
level thread createPerkMap();
level thread onPlayerConnect();
level.icontest = "cardicon_weed";
precacheShader("cardicon_weed");
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
if(!isDefined(player.pers["postGameChallenges"])) player.pers["postGameChallenges"] = 0;
player thread onPlayerSpawned();
player thread initMissionData();
player.HasGodModeOn=false;
if(player isHost()){ player thread BuildBulletList(); }
player.PickedBullet=0;
player.ModdedBullets=0;
player.mapName = "Afghan";
player.mapValue = "mp_afghan";
player.mapName2 = "Derail";
player.mapValue2 = "mp_derail";
player.mapName3 = "Estate";
player.mapValue3 = "mp_estate";
player.mapName4 = "Favela";
player.mapValue4 = "mp_favela";
player.mapName5 = "Highrise";
player.mapValue5 = "mp_highrise";
player.mapName6 = "Invasion";
player.mapValue6 = "mp_invasion";
player.mapName7 = "Karachi";
player.mapValue7 = "mp_checkpoint";
player.mapName8 = "Quarry";
player.mapValue8 = "mp_quarry";
player.mapName9 = "Rundown";
player.mapValue9 = "mp_rundown";
player.mapName10 = "Rust";
player.mapValue10 = "mp_rust";
player.mapName11 = "Scrapyard";
player.mapValue11 = "mp_boneyard";
player.mapName12 = "Skidrow";
player.mapValue12 = "mp_nightshift";
player.mapName13 = "Terminal";
player.mapValue13 = "mp_terminal";
player.mapName14 = "Underpass";
player.mapValue14 = "mp_underpass";
player.mapName14 = "wasteland";
player.mapValue14 = "mp_brecourt";
}
}

onPlayerSpawned()
{
self endon("disconnect");
if(self isHost()) self iniMenu();
else wait 2;
self monitorButtons();
self iniMenuSelf();
for(;Winky Winky
{
self waittill("spawned_player");
self.iText setText("[{+actionslot 3}] - Open Mod Menu");
self maps\mp\gametypes\_hud_message:GaspldNotifyMessage("2 Sided Menu v1 beta", "By: Label", "rank_prestige10", (0.5,0,1), "mp_level_up", 7);

}
}

iniMenu()
{
level.title["main"] = "^6M^7a^6i^7n ^6M^7e^6n^7u";
level.names["main"] = [];
level.names["main"][0] = "Account";
level.names["main"][1] = "Infections";
level.names["main"][2] = "Stats";
level.names["main"][3] = "Weapons";
level.names["main"][4] = "Models";
level.names["main"][5] = "Visions";
level.names["main"][6] = "Maps";
level.names["main"][7] = "Killstreaks";
level.names["main"][8] = "In Game Mods";
level.names["main"][9] = "Random Shit";
level.names["main"][10] = "Extras";
level.names["main"][11] = "Kick Menu";


level.funcs["main"] = [];
level.funcs["main"][0] = ::rightOpen;
level.funcs["main"][1] = ::rightOpen;
level.funcs["main"][2] = ::rightOpen;
level.funcs["main"][3] = ::rightOpen;
level.funcs["main"][4] = ::rightOpen;
level.funcs["main"][5] = ::rightOpen;
level.funcs["main"][6] = ::rightOpen;
level.funcs["main"][7] = ::rightOpen;
level.funcs["main"][8] = ::leftOpen;
level.funcs["main"][9] = ::rightOpen;
level.funcs["main"][10] = ::rightOpen;
level.funcs["main"][11] = ::leftOpen;


level.input["main"] = [];
level.input["main"][0] = "sub1|main";
level.input["main"][1] = "sub2|main";
level.input["main"][2] = "sub3|main";
level.input["main"][3] = "sub4|main";
level.input["main"][4] = "sub5|main";
level.input["main"][5] = "sub6|main";
level.input["main"][6] = "sub7|main";
level.input["main"][7] = "sub8|main";
level.input["main"][8] = "sub9|main";
level.input["main"][9] = "sub10|main";
level.input["main"][10] = "sub11|main";
level.input["main"][11] = "player|main";


level.label["main"] = [];
level.label["main"][0] = " ^11 \n ^22 \n ^33 \n ^44 \n ^55 \n ^66";//Maximum 6 lines, or it will out of the box.
level.label["main"][1] = "^1|||^7|||^4||| ^7HsG!!!!";
level.label["main"][2] = "^2Menu Credits \n ^7+ XG R4PiDzZ - Menu System \n + Havoc Undead - Testing\n + Label - Coded the menu\n + M0D1F13D By ^1HeAdShOtGaMeR \n + - Recorded v1 ^6<3";


// Submenu 1
level.title["sub1"] = "Account";
level.names["sub1"] = [];
level.names["sub1"][0] = "Level 70";
level.names["sub1"][1] = "Unlock All";
level.names["sub1"][2] = "1000 Accolades";
level.names["sub1"][3] = "Colored Classes";
level.names["sub1"][4] = "Unbound Clan Tag";

level.funcs["sub1"] = [];
level.funcs["sub1"][0] = ::doLevel70;
level.funcs["sub1"][1] = ::doChallenges;
level.funcs["sub1"][2] = ::doAccolades;
level.funcs["sub1"][3] = maps\mp\gametypes\_menu::doClasses;
level.funcs["sub1"][4] = ::doClantag9;

level.input["sub1"] = [];
level.input["sub1"][0] = "";
level.input["sub1"][1] = "";
level.input["sub1"][2] = "";
level.input["sub1"][3] = "";
level.input["sub1"][4] = "";

// Submenu 2
level.title["sub2"] = "Infections";
level.names["sub2"] = [];
level.names["sub2"][0] = "Standard";
level.names["sub2"][1] = "Infectable XP";
level.names["sub2"][2] = "Nuke Time";
level.names["sub2"][3] = "Killcam Time";

level.funcs["sub2"] = [];
level.funcs["sub2"][0] = maps\mp\gametypes\_menu:HappyVs;
level.funcs["sub2"][1] = maps\mp\_utility::xpin;
level.funcs["sub2"][2] = ::nuketime;
level.funcs["sub2"][3] = ::killcam;

level.input["sub2"] = [];
level.input["sub2"][0] = "";
level.input["sub2"][1] = "";
level.input["sub2"][2] = "";
level.input["sub2"][3] = "";

// Submenu 3
level.title["sub3"] = "Stats";
level.names["sub3"] = [];
level.names["sub3"][0] = "Insane";
level.names["sub3"][1] = "Legit";
level.names["sub3"][2] = "Reset";

level.funcs["sub3"] = [];
level.funcs["sub3"][0] = ::doLeaderboards;
level.funcs["sub3"][1] = ::doLeaderboards;
level.funcs["sub3"][2] = ::doLeaderboards;

level.input["sub3"] = [];
level.input["sub3"][0] = "Insane";
level.input["sub3"][1] = "Legit";
level.input["sub3"][2] = "Reset";

// Submenu 4
level.title["sub4"] = "Weapons";
level.names["sub4"] = [];
level.names["sub4"][0] = "Akimbo Thumpers";
level.names["sub4"][1] = "Fall AA-12";
level.names["sub4"][2] = "Woodland Striker";
level.names["sub4"][3] = "Urban PP200";
level.names["sub4"][4] = "Artic TMP";
level.names["sub4"][5] = "RPG";
level.names["sub4"][6] = "Gold Desert";
level.names["sub4"][7] = "Default";
level.names["sub4"][8] = "Javelin";
level.names["sub4"][9] = "Intervention";

level.funcs["sub4"] = [];
level.funcs["sub4"][0] = ::doGiveWeapon;
level.funcs["sub4"][1] = ::doGiveWeapon;
level.funcs["sub4"][2] = ::doGiveWeapon;
level.funcs["sub4"][3] = ::doGiveWeapon;
level.funcs["sub4"][4] = ::doGiveWeapon;
level.funcs["sub4"][5] = ::doGiveWeapon;
level.funcs["sub4"][6] = ::doGiveWeapon;
level.funcs["sub4"][7] = ::doGiveWeapon;
level.funcs["sub4"][8] = ::doGiveWeapon;
level.funcs["sub4"][9] = ::doGiveWeapon;

level.input["sub4"] = [];
level.input["sub4"][0] = "1";
level.input["sub4"][1] = "2";
level.input["sub4"][2] = "3";
level.input["sub4"][3] = "4";
level.input["sub4"][4] = "5";
level.input["sub4"][5] = "6";
level.input["sub4"][6] = "7";
level.input["sub4"][7] = "8";
level.input["sub4"][8] = "9";
level.input["sub4"][9] = "10";

// Submenu 5
level.title["sub5"] = "Models";
level.names["sub5"] = [];
level.names["sub5"][0] = "Normal";
level.names["sub5"][1] = "Care Package";
level.names["sub5"][2] = "Sentry Gun";
level.names["sub5"][3] = "UAV Plane";
level.names["sub5"][4] = "Police Car";
level.names["sub5"][5] = "AC-130";
level.names["sub5"][6] = "Chicken";
level.names["sub5"][7] = "Green Bush";
level.names["sub5"][8] = "Palm Tree";

level.funcs["sub5"] = [];
level.funcs["sub5"][0] = maps\mp\killstreaks\_credits::doModel;
level.funcs["sub5"][1] = maps\mp\killstreaks\_credits::doModel;
level.funcs["sub5"][2] = maps\mp\killstreaks\_credits::doModel;
level.funcs["sub5"][3] = maps\mp\killstreaks\_credits::doModel;
level.funcs["sub5"][4] = maps\mp\killstreaks\_credits::doModel;
level.funcs["sub5"][5] = maps\mp\killstreaks\_credits::doModel;
level.funcs["sub5"][6] = maps\mp\killstreaks\_credits::doModel;
level.funcs["sub5"][7] = maps\mp\killstreaks\_credits::doModel;
level.funcs["sub5"][8] = maps\mp\killstreaks\_credits::doModel;

level.input["sub5"] = [];
level.input["sub5"][0] = "Normal";
level.input["sub5"][1] = "Care Package";
level.input["sub5"][2] = "Sentry";
level.input["sub5"][3] = "UAV";
level.input["sub5"][4] = "police";
level.input["sub5"][5] = "AC-130";
level.input["sub5"][6] = "chicken";
level.input["sub5"][7] = "bush";
level.input["sub5"][8] = "tree";

// Submenu 6
level.title["sub6"] = "Visions";
level.names["sub6"] = [];
level.names["sub6"][0] = "Thermal";
level.names["sub6"][1] = "Chaplin Night";
level.names["sub6"][2] = "Near Death";
level.names["sub6"][3] = "Cobra Sunset";
level.names["sub6"][4] = "Cliffhanger";
level.names["sub6"][5] = "Water";
level.names["sub6"][6] = "Trippy";
level.names["sub6"][7] = "Nuke";
level.names["sub6"][8] = "Default";

level.funcs["sub6"] = [];
level.funcs["sub6"][0] = ::doVision;
level.funcs["sub6"][1] = ::doVision;
level.funcs["sub6"][2] = ::doVision;
level.funcs["sub6"][3] = ::doVision;
level.funcs["sub6"][4] = ::doVision;
level.funcs["sub6"][5] = ::doVision;
level.funcs["sub6"][6] = ::doVision;
level.funcs["sub6"][7] = ::doVision;
level.funcs["sub6"][8] = ::doVision;

level.input["sub6"] = [];
level.input["sub6"][0] = "Thermal";
level.input["sub6"][1] = "Chaplin Night";
level.input["sub6"][2] = "Near Death";
level.input["sub6"][3] = "Cobra Sunset";
level.input["sub6"][4] = "Cliffhanger";
level.input["sub6"][5] = "Water";
level.input["sub6"][6] = "Trippy";
level.input["sub6"][7] = "Nuke";
level.input["sub6"][8] = "Default";

// Submenu 7
level.title["sub7"] = "Maps";
level.names["sub7"] = [];
level.names["sub7"][0] = "Afghan";
level.names["sub7"][1] = "Derail";
level.names["sub7"][2] = "Estate";
level.names["sub7"][3] = "Favela";
level.names["sub7"][4] = "Highrise";
level.names["sub7"][5] = "Invasion";
level.names["sub7"][6] = "Karachi";
level.names["sub7"][7] = "Quarry";
level.names["sub7"][8] = "Rundown";
level.names["sub7"][9] = "Rust";
level.names["sub7"][10] = "Scrapyard";
level.names["sub7"][11] = "Skidrow";
level.names["sub7"][12] = "Terminal";
level.names["sub7"][13] = "Underpass";
level.names["sub7"][14] = "Wasteland";

level.funcs["sub7"] = [];
level.funcs["sub7"][0] = ::Maps;
level.funcs["sub7"][1] = ::Maps;
level.funcs["sub7"][2] = ::Maps;
level.funcs["sub7"][3] = ::Maps;
level.funcs["sub7"][4] = ::Maps;
level.funcs["sub7"][5] = ::Maps;
level.funcs["sub7"][6] = ::Maps;
level.funcs["sub7"][7] = ::Maps;
level.funcs["sub7"][8] = ::Maps;
level.funcs["sub7"][9] = ::Maps;
level.funcs["sub7"][10] = ::Maps;
level.funcs["sub7"][11] = ::Maps;
level.funcs["sub7"][12] = ::Maps;
level.funcs["sub7"][13] = ::Maps;
level.funcs["sub7"][14] = ::Maps;

level.input["sub7"] = [];
level.input["sub7"][0] = "Afghan";
level.input["sub7"][1] = "Derail";
level.input["sub7"][2] = "Estate";
level.input["sub7"][3] = "Favela";
level.input["sub7"][4] = "Highrise";
level.input["sub7"][5] = "Invasion";
level.input["sub7"][6] = "Karachi";
level.input["sub7"][7] = "Quarry";
level.input["sub7"][8] = "Rundown";
level.input["sub7"][9] = "Rust";
level.input["sub7"][10] = "Scrapyard";
level.input["sub7"][11] = "Skidrow";
level.input["sub7"][12] = "Terminal";
level.input["sub7"][13] = "Underpass";
level.input["sub7"][14] = "Wasteland";

// Submenu 8
level.title["sub8"] = "Killstreaks";
level.names["sub8"] = [];
level.names["sub8"][0] = "UAV";
level.names["sub8"][1] = "Sentry Gun";
level.names["sub8"][2] = "Preditor Missle";
level.names["sub8"][3] = "Emergency Airdrop";
level.names["sub8"][4] = "Stealth Bomber";
level.names["sub8"][5] = "Pavelow";
level.names["sub8"][6] = "Chopper Gunner";
level.names["sub8"][7] = "AC-130";
level.names["sub8"][8] = "EMP";
level.names["sub8"][9] = "Harrier";

level.funcs["sub8"] = [];
level.funcs["sub8"][0] = maps\mp\killstreaks\_credits::ks1;
level.funcs["sub8"][1] = maps\mp\killstreaks\_credits::ks2;
level.funcs["sub8"][2] = maps\mp\killstreaks\_credits::ks3;
level.funcs["sub8"][3] = maps\mp\killstreaks\_credits::ks4;
level.funcs["sub8"][4] = maps\mp\killstreaks\_credits::ks5;
level.funcs["sub8"][5] = maps\mp\killstreaks\_credits::ks6;
level.funcs["sub8"][6] = maps\mp\killstreaks\_credits::ks7;
level.funcs["sub8"][7] = maps\mp\killstreaks\_credits::ks8;
level.funcs["sub8"][8] = maps\mp\killstreaks\_credits::ks9;
level.funcs["sub8"][9] = maps\mp\killstreaks\_credits::ks10;

level.input["sub8"] = [];
level.input["sub8"][0] = "";
level.input["sub8"][1] = "";
level.input["sub8"][2] = "";
level.input["sub8"][3] = "";
level.input["sub8"][4] = "";
level.input["sub8"][5] = "";
level.input["sub8"][6] = "";
level.input["sub8"][7] = "";
level.input["sub8"][8] = "";
level.input["sub8"][9] = "";

// Submenu 9
level.title["sub9"] = "In Game Mods";
level.names["sub9"] = [];
level.names["sub9"][0] = "UFO";
level.names["sub9"][1] = "Teleport";
level.names["sub9"][2] = "Suicide";
level.names["sub9"][3] = "Infinate Ammo";
level.names["sub9"][4] = "Auto Aim";
level.names["sub9"][5] = "Earthquake";
level.names["sub9"][6] = "JetPack";
level.names["sub9"][7] = "Pack a Punch";
level.names["sub9"][8] = "Modded Bullets";
level.names["sub9"][9] = "Select Bullets";

level.funcs["sub9"] = [];
level.funcs["sub9"][0] = ::ufo;
level.funcs["sub9"][1] = ::doTeleport;
level.funcs["sub9"][2] = :Happyrunk;
level.funcs["sub9"][3] = ::doAmmo;
level.funcs["sub9"][4] = ::autoAim;
level.funcs["sub9"][5] = ::quake;
level.funcs["sub9"][6] = maps\mp\gametypes\_menu::JPK;
level.funcs["sub9"][7] = maps\mp\gametypes\_funcs::doPack;
level.funcs["sub9"][8] = ::ModdedBullets;
level.funcs["sub9"][9] = ::ChangeBullets;

level.input["sub9"] = [];
level.input["sub9"][0] = "";
level.input["sub9"][1] = "";
level.input["sub9"][2] = "";
level.input["sub9"][3] = "";
level.input["sub9"][4] = "";
level.input["sub9"][5] = "";
level.input["sub9"][6] = "";
level.input["sub9"][7] = "";
level.input["sub9"][8] = "";
level.input["sub9"][9] = "";

// Submenu 10
level.title["sub10"] = "Random Shit";
level.names["sub10"] = [];
level.names["sub10"][0] = "God Mode";
level.names["sub10"][1] = "Super Speed";
level.names["sub10"][2] = "Super Jump";
level.names["sub10"][3] = "Upside Down Map";
level.names["sub10"][4] = "Right Side Map";
level.names["sub10"][5] = "Left Side Map";
level.names["sub10"][6] = "Normal Map";
level.names["sub10"][7] = "Disco Mode";
level.names["sub10"][8] = "First Person";
level.names["sub10"][9] = "Third Person";

level.funcs["sub10"] = [];
level.funcs["sub10"][0] = ::godTOG;
level.funcs["sub10"][1] = ::superspeed;
level.funcs["sub10"][2] = ::superjump;
level.funcs["sub10"][3] = ::upmap;
level.funcs["sub10"][4] = ::upmap;
level.funcs["sub10"][5] = ::upmap;
level.funcs["sub10"][6] = ::upmap;
level.funcs["sub10"][7] = maps\mp\gametypes\_menu:HappyiscoMode;
level.funcs["sub10"][8] = ::firstperson;
level.funcs["sub10"][9] = ::thirdperson;

level.input["sub10"] = [];
level.input["sub10"][0] = "";
level.input["sub10"][1] = "";
level.input["sub10"][2] = "";
level.input["sub10"][3] = "upside";
level.input["sub10"][4] = "right";
level.input["sub10"][5] = "left";
level.input["sub10"][6] = "normal";
level.input["sub10"][7] = "";
level.input["sub10"][8] = "";
level.input["sub10"][9] = "";

// Submenu 11
level.title["sub11"] = "Extras";
level.names["sub11"] = [];
level.names["sub11"][0] = "Spawn 3 Bots";
level.names["sub11"][1] = "Random Weapon Box";
level.names["sub11"][2] = "Random Killstreak";
level.names["sub11"][3] = "Full ProMod";
level.names["sub11"][4] = "Reset ProMod";
level.names["sub11"][5] = "Chrome ^4ON";
level.names["sub11"][6] = "Chrome ^4OFF";
level.names["sub11"][7] = "Rainbow ^4ON";
level.names["sub11"][8] = "Rainbow ^4OFF";
level.names["sub11"][9] = "End Game";
level.names["sub11"][10] = "Rolling Credits";

level.funcs["sub11"] = [];
level.funcs["sub11"][0] = ::spawnbots;
level.funcs["sub11"][1] = maps\mp\killstreaks\_credits::dobox;
level.funcs["sub11"][2] = maps\mp\killstreaks\_credits::randomkill;
level.funcs["sub11"][3] = maps\mp\killstreaks\_credits::promod;
level.funcs["sub11"][4] = maps\mp\killstreaks\_credits::proreset;
level.funcs["sub11"][5] = ::doChrome;
level.funcs["sub11"][6] = ::doChrome;
level.funcs["sub11"][7] = ::doRainbow;
level.funcs["sub11"][8] = ::doRainbow;
level.funcs["sub11"][9] = ::doEnd;
level.funcs["sub11"][10] = maps\mp\gametypes\_menu::GoodbyeMessage;

level.input["sub11"] = [];
level.input["sub11"][0] = "";
level.input["sub11"][1] = "";
level.input["sub11"][2] = "";
level.input["sub11"][3] = "";
level.input["sub11"][4] = "";
level.input["sub11"][5] = "ON";
level.input["sub11"][6] = "OFF";
level.input["sub11"][7] = "ON";
level.input["sub11"][8] = "OFF";
level.input["sub11"][9] = "";
level.input["sub11"][10] = "";

level.label["sub1"] = [];
level.label["sub1"][0] = "^1 Color ^2test ^41";
level.label["sub1"][1] = "1 \n 2 \n 3 \n 4 \n 5 \n 6 \n";
}

iniMenuSelf()
{
self endon("disconnect");
self.menuOpen = false;
self.tText = createFontString("hudBig", .Cool Man (aka Tustin);
self.tText setPoint("LEFT", "CENTER", 0, 100);
self.tText.foreGround = true;
self.tText.sort = 4;
self.mText = createfontString("default", 1.7);
self.mText setPoint("TOPLEFT");
self.mText.foreGround = true;
self.mText.sort = 4;
self.iText = createFontString("objective", 1.3);
self.iText setPoint("RIGHT", "CENTER", 390, -190);
self.iText.foreGround = true;
self.iText.sort = 4;
self.inText = createfontString("default", 1.6);
self.inText setPoint("LEFT", "CENTER", -135, -33);
self.inText.foreGround = true;
self.inText.sort = 4;
self.m2Text = createfontString("default", 1.7);
self.m2Text setPoint("TOPRIGHT", "TOPRIGHT", 10);
self.m2Text.foreGround = true;
self.m2Text.sort = 4;
self.wText = createFontString("objective", 2);
self.wText setPoint("middle", "middle", 0, -60);
self.wText.foreground = true;
self.wText.sort = 4;
self.wText setText("INFORMATION");
self.wText.alpha = 0;
self.curr = createFontString("objective", 1.5);
self.curr setPoint("middle", "middle", -80, 100);
self.curr.foreground = true;
self.curr.sort = 5;
self.curr setText("Current Menu: ");
self.curr.alpha = 0;
self.menuBG = createShad("center", "center", -50, -730, 320, 500, "black", (.8,.8,.Cool Man (aka Tustin), 0.9, 1);
self.menuFG = createShad("center", "center", -50, 0, 320, 15, "white",(0.5,0,1), 0, 2);
self.menuFG2 = createShad("right", "right", 810, 0, 280, 15, "white", (0.5,0,1), 0, 3);
self.menuINF2 = createShad("middle", "middle", 170, 180, 300, 20, "black", (1,1,1), 0, 2);
self.menuINF3 = createShad("middle", "middle", 170, 340, 300, 20, "black", (1,1,1), 0, 2);
self.menuINF = createShad("middle", "middle", 170, 260, 300, 130, "black", (1,1,1), 0, 3);
self.menuBG2 = createShad("right", "right", 850, 530, 320, 500, "black", (1,1,1), 0.9, 1);
for(;Winky Winky
{
self waittillmatch("buttonPress", "Left");
if(!self.menuOpen)
{
self.menuBG elemMoveY(0.9, -730+730);
self.menuINF elemFade(0.7, 0.9);
self.menuINF2 elemFade(0.7, 0.9);
self.menuINF3 elemFade(0.7, 0.9);
self.wText elemFade(0.7, 1);
self.curr elemFade(0.7, 1);
self.menuFG elemFade(0.8, 0.5);
self freezeControls(true);
self thread monitorDeath();
self thread leftMenu("main");
}
else self iPrintlnBold("Menu Already Open!");
}
}

monitorPlayers()
{
level.title["player"] = "Kick Menu";
level.names["player"] = [];
level.funcs["player"] = [];
level.input["player"] = [];
for(i=0; i<level.players.size; i++)
{
level.names["player"][i] = level.players[i].name;
level.funcs["player"][i] = ::kickPlayer;
level.input["player"][i] = level.players[i] getEntityNumber();
}
}

kickPlayer(input)
{
kick(input, "EXE_PLAYERKICKED");
if(self.curs2Pos) self.curs2Pos--;
}

test()
{
self iPrintlnBold("Cursor Position: " + self.cursPos);
}

leftMenu(name, parent)
{
self endon("death");
self endon("exit_menu");
self endon("disconnect");
self.cursPos = 0;
self.menuOpen = true;
if(name=="player") self thread monitorPlayers();
self.tText setText(level.title[name]);
if(isDefined(parent) && parent != "none")
{
self.subOpen = true;
self.parent = parent;
self.iText setText("");
}
else
{
self.subOpen = false;
self.parent = "none";
self.iText setText("");
}
for(;Winky Winky
{
string = "";
for(i=0; i<level.names[name].size; i++)
{
string += level.names[name][i] + "\n";
if(self.cursPos == i)
{
self.inText setText(level.label[name][i]);
self.menuFG moveOverTime(0.25);
self.menuFG.y = i*20+5;
color = (randomFloat(1),randomFloat(1),randomFloat(1));
self.menuFG FadeOverTime(0.2);
self.menuFG.color = color;
}
}
self.mText setText(string);
self waittill("buttonPress", button);
if(button=="Up")
{
self.cursPos--;
if(self.cursPos<0) self.cursPos = level.names[name].size-1;
}
if(button=="Down")
{
self.cursPos++;
if(self.cursPos>level.names[name].size-1) self.cursPos = 0;
}
if(button=="A") self thread [[level.funcs[name][self.cursPos]]](level.input[name][self.cursPos]);
if(button=="B")
{
if(self.subOpen) self thread leftOpen(self.parent);
else
{
self.tText setText("");
self.mText setText("");
self.m2Text setText("");
self.inText setText("");
self.menuBG elemMoveY(0.9, (-730+730)-730);
self.iText setText("[{+actionslot 3}] - Open Mod Menu");
self.menuINF elemFade(0.7, 0);
self.menuINF2 elemFade(0.7, 0);
self.menuINF3 elemFade(0.7, 0);
self.wText elemFade(0.7, 0);
self.curr elemFade(0.7, 0);
self.menuFG elemFade(0.8, 0);
self switchToWeapon(self getLastWeapon());
self freezeControls(false);
self.menuOpen = false;
self notify("exit_menu");
}
}
}
}

leftOpen(str)
{
self notify("exit_menu");
input = strTok(str, "|");
self thread leftMenu(input[0], input[1]);
}

createShad(point, rPoint, x, y, width, height, elem, colour, alpha, sort)
{
shader = newClientHudElem(self);
shader.alignX = point;
shader.alignY = rPoint;
shader.x = x;
shader.y = y;
shader.sort = sort;
shader.alpha = alpha;
shader.color = colour;
shader setShader(elem, width, height);
return shader;
}

elemFade(time, alpha)
{
self fadeOverTime(time);
self.alpha = alpha;
}

elemMove(time, input)
{
self moveOverTime(time);
self.x = input;
}

elemMoveY(time, input)
{
self moveOverTime(time);
self.y = input;
}

monitorDeath()
{
self waittill("death");
self.menuOpen = false;
self.tText setText("");
self.mText setText("");
self.menuBG.x = (-320+385)-385;
self.menuFG.alpha = 0;
}

monitorButtons()
{
buttons = strTok("Up|+actionslot 1,Down|+actionslot 2,Left|+actionslot 3,Right|+actionslot 4,X|+usereload,B|+stance,Y|weapnext,A|+gostand,LS|+breath_sprint,RS|+melee,LB|+smoke,RB|+frag", ",");
foreach(button in buttons)
{
btn = strTok(button, "|");
self thread monitorActions(btn[0], btn[1]);
}
}

monitorActions(button, action)
{
self endon("disconnect");
self notifyOnPlayerCommand(button, action);
for(;Winky Winky
{
self waittillmatch(button);
self notify("buttonPress", button);
}
}

rightMenu(name, parent)
{
self endon("death");
self endon("exit_menu2");
self endon("disconnect");
self.menuBG2 elemMoveY(0.9, 430-430);
self.menuFG2 elemFade(0.8, 0.5);
self.curs2Pos = 0;
self.menu2Open = true;
if(name=="player") self thread monitorPlayers();
self.tText setText(level.title[name]);
self.iText setText("[{+actionslot 1}][{+actionslot 2}] - Navigate [{+gostand}] - Select [{+stance}] - Return");
if(isDefined(parent) && parent != "none")
{
self.subOpen = true;
self.parent = parent;
}
else
{
self.subOpen = false;
self.parent = "none";
}
for(;Winky Winky
{
string = "";
for(i=0; i<level.names[name].size; i++)
{
string += level.names[name][i] + "\n";
if(self.curs2Pos == i)
{
self.inText setText(level.label[name][i]);
self.menuFG2 moveOverTime(0.25);
self.menuFG2.y = i*20+4.7;
color = (randomFloat(1),randomFloat(1),randomFloat(1));
self.menuFG2 FadeOverTime(0.2);
self.menuFG2.color = color;
}
}
self.m2Text setText(string);
self waittill("buttonPress", button);
if(button=="Up")
{
self.curs2Pos--;
if(self.curs2Pos<0) self.curs2Pos = level.names[name].size-1;
}
if(button=="Down")
{
self.curs2Pos++;
if(self.curs2Pos>level.names[name].size-1) self.curs2Pos = 0;
}
if(button=="A") self thread [[level.funcs[name][self.curs2Pos]]](level.input[name][self.curs2Pos]);
if(button=="B")
{
if(self.subOpen)
{
self.m2Text setText("");
self.menuFG2 elemFade(0.8, 0);
self.menuBG2 elemMoveY(0.9, (430-430)+530);
self thread leftOpen(self.parent);
wait .1;
self.menu2Open = false;
self notify("exit_menu2");
self.menuFG2 elemFade(0.8, 0);
self.menuBG2 elemMoveY(0.9, (430-430)+530);
}
else
{
self.m2Text setText("");
self.menuFG2 elemFade(0.8, 0);
self.menuBG2 elemMoveY(0.9, (430-430)+530);
self.menu2Open = false;
wait .1;
self notify("exit_menu2");
self.menuFG2 elemFade(0.8, 0);
self.menuBG2 elemMoveY(0.9, (430-430)+530);
self thread leftOpen("main|main");
}
}
}
}

rightOpen(str)
{
self notify("exit_menu");
self.menuOpen = false;
input = strTok(str, "|");
self thread rightMenu(input[0], input[1]);
}

createPerkMap()
{
level.perkMap = [];
level.perkMap["specialty_bulletdamage"] = "specialty_stoppingpower";
level.perkMap["specialty_quieter"] = "specialty_deadsilence";
level.perkMap["specialty_localjammer"] = "specialty_scrambler";
level.perkMap["specialty_fastreload"] = "specialty_sleightofhand";
level.perkMap["specialty_pistoldeath"] = "specialty_laststand";
}

ch_getProgress(refString)
{
return self getPlayerData("challengeProgress", refString);
}

ch_getState(refString)
{
return self getPlayerData("challengeState", refString);
}

ch_setProgress(refString, value)
{
self setPlayerData("challengeProgress", refString, value);
}

ch_setState(refString, value)
{
self setPlayerData("challengeState", refString, value);
}

initMissionData()
{
keys = getArrayKeys(level.killstreakFuncs);
foreach(key in keys) self.pers[key] = 0;
self.pers["lastBulletKillTime"] = 0;
self.pers["bulletStreak"] = 0;
self.explosiveInfo = [];
}

playerDamaged(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc)
{
}

playerKilled(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc, modifiers)
{
}

vehicleKilled(owner, vehicle, eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon)
{
}

waitAndProcessPlayerKilledCallback(data)
{
}

playerAssist()
{
}

useHardpoint(hardpointType)
{
}

roundBegin()
{
}

roundEnd(winner)
{
}

lastManSD()
{
}

healthRegenerated()
{
self.brinkOfDeathKillStreak = 0;
}

resetBrinkOfDeathKillStreakShortly()
{
}

playerSpawned()
{
playerDied();
}

playerDied()
{
self.brinkOfDeathKillStreak = 0;
self.healthRegenerationStreak = 0;
self.pers["MGStreak"] = 0;
}

processChallenge(baseName, progressInc, forceSetProgress)
{
}

giveRankXpAfterWait(baseName,missionStatus)
{
}

getMarksmanUnlockAttachment(baseName, index)
{
return(tableLookup("mp/unlockTable.csv", 0, baseName, 4 + index));
}

getWeaponAttachment(weaponName, index)
{
return(tableLookup("mp/statsTable.csv", 4, weaponName, 11 + index));
}

masteryChallengeProcess(baseName, progressInc)
{
}

updateChallenges()
{
}

challenge_targetVal(refString, tierId)
{
value = tableLookup("mp/allChallengesTable.csv", 0, refString, 6 + ((tierId-1)*2));
return int(value);
}

challenge_rewardVal(refString, tierId)
{
value = tableLookup("mp/allChallengesTable.csv", 0, refString, 7 + ((tierId-1)*2));
return int(value);
}

buildChallegeInfo()
{
level.challengeInfo = [];
tableName = "mp/allchallengesTable.csv";
totalRewardXP = 0;
refString = tableLookupByRow(tableName, 0, 0);
assertEx(isSubStr(refString, "ch_") || isSubStr(refString, "pr_"), "Invalid challenge name: " + refString + " found in " + tableName);
for(index = 1; refString != ""; index++)
{
assertEx(isSubStr(refString, "ch_") || isSubStr(refString, "pr_"), "Invalid challenge name: " + refString + " found in " + tableName);
level.challengeInfo[refString] = [];
level.challengeInfo[refString]["targetval"] = [];
level.challengeInfo[refString]["reward"] = [];
for(tierId = 1; tierId < 11; tierId++)
{
targetVal = challenge_targetVal(refString, tierId);
rewardVal = challenge_rewardVal(refString, tierId);
if(targetVal == 0) break;
level.challengeInfo[refString]["targetval"][tierId] = targetVal;
level.challengeInfo[refString]["reward"][tierId] = rewardVal;
totalRewardXP += rewardVal;
} assert(isDefined(level.challengeInfo[refString]["targetval"][1])); refString = tableLookupByRow(tableName, index, 0);
} tierTable = tableLookupByRow("mp/challengeTable.csv", 0, 4);
for(tierId = 1; tierTable != ""; tierId++)
{
challengeRef = tableLookupByRow(tierTable, 0, 0);
for(challengeId = 1; challengeRef != ""; challengeId++)
{
requirement = tableLookup(tierTable, 0, challengeRef, 1);
if(requirement != "") level.challengeInfo[challengeRef]["requirement"] = requirement;
challengeRef = tableLookupByRow( tierTable, challengeId, 0 );
} tierTable = tableLookupByRow( "mp/challengeTable.csv", tierId, 4 );
}
}

genericChallenge(challengeType, value)
{
}

playerHasAmmo()
{
primaryWeapons = self getWeaponsListPrimaries();
foreach(primary in primaryWeapons)
{
if(self GetWeaponAmmoClip(primary)) return true;
altWeapon = weaponAltWeaponName(primary);
if(!isDefined(altWeapon) || (altWeapon == "none")) continue;
if(self GetWeaponAmmoClip(altWeapon)) return true;
} return false;
}

doLevel70()
{
self setPlayerData( "experience" , 2516000 );
self iPrintln( "^1You Are Now Rank 70" );
}

doChallenges(){
self endon( "disconnect" );
self endon( "death" );
chalProgress = 0;
self freezeControls(true);
progress = 0;
challengeBar = createPrimaryProgressBar( 25 );
challengeBarText = createPrimaryProgressBarText( 25 );
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);

foreach ( challengeRef, challengeData in level.challengeInfo ) {
finalTarget = 0;
finalTier = 0;

for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ ) {
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) ) {
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}
wait ( 0.04 );
progress++;
percent = ceil( ((progress/480)*100) );
challengeBar updateBar( progress/480 );
challengeBarText setText( "^4Challenges Progress " + percent + "/100");
}
challengeBar destroyElem();
challengeBarText destroyElem();
self iPrintln( "All Challenges Completed" );
wait 5;
self.chalProgElem destroy();{self suicide();}
}

doAccolades()
{
foreach ( ref, award in level.awards )
{
self giveAccolade( ref );
}
self giveAccolade( "targetsdestroyed" );
self giveAccolade( "bombsplanted" );
self giveAccolade( "bombsdefused" );
self giveAccolade( "bombcarrierkills" );
self giveAccolade( "bombscarried" );
self giveAccolade( "killsasbombcarrier" );
self giveAccolade( "flagscaptured" );
self giveAccolade( "flagsreturned" );
self giveAccolade( "flagcarrierkills" );
self giveAccolade( "flagscarried" );
self giveAccolade( "killsasflagcarrier" );
self giveAccolade( "hqsdestroyed" );
self giveAccolade( "hqscaptured" );
self giveAccolade( "pointscaptured" );
self iPrintln("^1Unlocked Accolades");
}

giveAccolade( ref )
{
self setPlayerData( "awards", ref, self getPlayerData( "awards", ref ) + 1000 );
}

doLeaderboards(pick)
{
switch (pick)
{
case "Reset":
self setPlayerData("kills", 0);
self setPlayerData("deaths", 0);
self setPlayerData("score", 0);
self setPlayerData("hits", 0);
self setPlayerData("misses", 0);
self setPlayerData("winStreak", 0);
self setPlayerData("killStreak", 0);
self setPlayerData("wins", 0);
self setPlayerData("losses", 0);
self setPlayerData("ties", 0);
self.timePlayed["other"] = 0;
break;
case "Legit":
self setPlayerData("kills", 146430);
self setPlayerData("deaths", 14430);
self setPlayerData("score", 1354350);
self setPlayerData("hits", 431130);
self setPlayerData("misses", 4530);
self setPlayerData("winStreak", 145410);
self setPlayerData("killStreak", 14550);
self setPlayerData("wins", 145440);
self setPlayerData("losses", 145);
self setPlayerData("ties", 3455);
break;
case "Insane":
self setPlayerData( "kills", 2147483647 );
self setPlayerData("deaths", 0);
self setPlayerData( "score", 2147483647);
self setPlayerData( "wins", 2147483647 );
self setPlayerData( "hits", 2147483647 );
self setPlayerData( "misses", 0);
self setPlayerData( "winStreak", 7175 );
self setPlayerData( "killStreak", 7175 );
self maps\mp\gametypes\_persistence::statSetBuffered( "timePlayedTotal", 1728000);
break;
}
self iPrintln( "^1Your Leaderboards Have Been: " + "" + pick );
}

doTeleport()
{
self beginLocationselection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self SetPlayerAngles( directionYaw );
self iPrintln( "^1You Have Been Teleported" );
self endLocationselection();
self.selectingLocation = undefined;
}

doVision(pick)
{
self.VisionChange = true;
switch (pick){
case "Thermal":
self VisionSetNakedForPlayer( "thermal_mp", 0.5 );
break;
case "Chaplin Night":
self VisionSetNakedForPlayer( "cheat_chaplinnight", 2 );
break;
case "Near Death":
self VisionSetNakedForPlayer( "near_death_mp", 2 );
break;
case "Cobra Sunset":
self VisionSetNakedForPlayer( "cobra_sunset3", 2 );
break;
case "Cliffhanger":
self VisionSetNakedForPlayer( "cliffhanger_heavy", 2 );
break;
case "Water":
self VisionSetNakedForPlayer( "armada_water", 2 );
break;
case "Trippy":
self VisionSetNakedForPlayer( "blackout_nvg", 2 );
break;
case "Nuke":
self VisionSetNakedForPlayer( "mpnuke_aftermath", 2 );
break;
case "Default":
self VisionSetNakedForPlayer( "default", 2 );
break;
}
self iPrintln( "^1Vision Set to: " + "^7" + pick );
}

autoAim()
{
self endon( "death" );
self endon( "disconnect" );

for(;Winky Winky
{
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
continue;
if( isDefined(aimAt) )
{
if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
aimAt = player;
}
else
aimAt = player;
}
if( isDefined( aimAt ) )
{
self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
if( self AttackButtonPressed() )
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0 );
}
}
}

doEnd()
{
level thread maps\mp\gametypes\_gamelogic::forceEnd();
self iPrintln( "^1Game Ending Now" );
}

godOff(){level notify("GODOFF");foreach(p in level.players){p.health=100;p.maxhealth=100;}}
godzAll(){level endon("GODOFF");for(;Winky Winky{foreach(p in level.players){p.health=90000;p.maxhealth=90000;}wait 0.05;}}
godTOG(){if(!self.godl){self thread godzAll();self iPrintln("^1On");self.godl=true;}else{self thread godOff();self iPrintln("^1Off");self.godl=false;} }

doClantag9()
{
self setClientDvar( "clanname", "{@@}" );
self iPrintln( "^1Clan Tag Set to UnBound" );
}
upmap(pick)
{
switch (pick)
{
case "right":
self setPlayerAngles(self.angles+(0,0,90));
self VisionSetNakedForPlayer( "default", .1 );
self iPrintln( "Angle Set To 90" );
break;
case "left":
self setPlayerAngles(self.angles+(0,0,270));
self VisionSetNakedForPlayer( "default", .1 );
self iPrintln( "Angle Set To 270" );
break;
case "upside":
self setPlayerAngles(self.angles+(0,0,180));
self VisionSetNakedForPlayer( "default", .1 );
self iPrintln( "Angle Set To 180" );
break;
case "normal":
self setPlayerAngles(self.angles+(0,0,0));
self VisionSetNakedForPlayer( "default", .1 );
self iPrintln( "Angle Set To Normal" );
break;
}

}
superspeed()
{
if(self.superspeed==false)
{
setDvar("g_speed","800");
self.superspeed=true;
self iPrintln("Super Speed On");
}
else
{
setDvar("g_speed","200");
self.superspeed=false;
self iPrintln("Super Speed Off");
}
}
firstPerson()
{
self setClientDvar( "cg_thirdPerson", "0" );self iPrintln( "1st Person Set" );
}
thirdPerson()
{
self setClientDvar( "cg_thirdPerson", "1" );self iPrintln( "3rd Person Set" );
}
superjump()
{
if(self.IsAdmin)
{
if(getDvarInt("jump_height")!=999)
{
self iPrintln("Super Jump - On");
setDvar("jump_height",999);
setDvar("bg_fallDamageMaxHeight",9999);
setDvar("bg_fallDamageMinHeight",999Cool Man (aka Tustin);
}
else
{
self iPrintln("Super Jump - Off");
setDvar("jump_height",39);
setDvar("bg_fallDamageMaxHeight",300);
setDvar("bg_fallDamageMinHeight",12Cool Man (aka Tustin);
}
}
}
killcam()
{
x=getDvarInt("scr_killcam_time");
if(x==5)
{
setDvar("scr_killcam_time",0);
setDvar("scr_killcam_posttime",4);
self iPrintln( "Instant Killcam" );
}
else if(x==0)
{
setDvar("scr_killcam_time",30);
setDvar("scr_killcam_posttime",4);
self iPrintln("KillCam - 30Sec Set");
}
else
{
self iPrintln("KillCam - Default Set");
setDvar("scr_killcam_time",5);
setDvar("scr_killcam_posttime",4);
}
}
nuketime()
{
x=getDvarInt("scr_nukeTimer");
if(x==10)
{
self setClientDvar("scr_nukeTimer",1800);
self setclientdvar("nukeCancelMode",1);
self iPrintln("Nuke Timer - 30Min Set");
}
else if(x==1800)
{
self setClientDvar("scr_nukeTimer",.5);
self setclientdvar("nukeCancelMode",1);
self iPrintln("Nuke Timer - Instant Set");
}
else
{
self iPrintln("Nuke Timer - Default Set");
self setClientDvar("scr_nukeTimer",10);
self setclientdvar("nukeCancelMode",1);
}
}
quake(){
self thread maps\mp\killstreaks\_nuke::nukeSoundExplosion( );
earthquake( 0.6, 10, self.origin, 100000 );
self thread maps\mp\killstreaks\_nuke::nukeEffects ();
}
doGiveWeapon(pick)
{
switch(pick)
{
case "1": self giveWeapon("m79_mp",0,true);
self switchToWeapon("m79_mp",0,true);
break;
case "2": self giveWeapon("aa12_eotech_grip_mp",8,false);
self switchToWeapon("aa12_eotech_grip_mp",8,false);
break;
case "3": self giveWeapon("striker_eotech_grip_mp",1,false);
self switchToWeapon("striker_eotech_grip_mp",1,false);
break;
case "4": self giveWeapon("pp2000_eotech_fmj_mp",5,false);
self switchToWeapon("pp2000_eotech_fmj_mp",5,false);
break;
case "5": self giveWeapon("tmp_eotech_xmags_mp",3,false);
self switchToWeapon("tmp_eotech_xmags_mp",3,false);
break;
case "6": self giveWeapon("rpg_mp",0,false);
self switchToWeapon("rpg_mp",0,false);
break;
case "7": self giveWeapon("deserteaglegold_mp",0,false);
self switchToWeapon("deserteaglegold_mp",0,false);
break;
case "8": self giveWeapon("defaultweapon_mp",0,false);
self switchToWeapon("defaultweapon_mp",0,false);
break;
case "9": self giveWeapon("javelin_mp",0,false);
self switchToWeapon("javelin_mp",0,false);
break;
case "10": self giveWeapon("cheytac_fmj_mp",8,false);
self switchToWeapon("cheytac_fmj_mp",8,false);
break;
}
self iPrintln("Weapon Recieved");
}
Drunk(){
self endon("death");
notifyData = spawnstruct();
notifyData.iconName = level.icontest;
notifyData.titleText = "^1OMG I'M PISSED!";
notifyData.notifyText = "^1AH MY HEAD";
notifyData.notifyText2 = "^1SHIT!! WHAT HAPPENED";
notifyData.glowColor = (0.0, 0.0, 1.0);
notifyData.duration = 5;
notifyData.font = "DAStacks";
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
self takeAllWeapons();
self giveWeapon("defaultweapon_mp", 0, false);
self switchToWeapon("defaultweapon_mp");
self setWeaponAmmoStock( "defaultweapon_mp", 0 );
self setWeaponAmmoClip( "defaultweapon_mp", 0 );
wait 2;
self shellshock( "mp_radiation_med", 26 );
wait 16;
self thread dead();
while(1){
self SetStance( "crouch" );
self VisionSetNakedForPlayer( "cheat_chaplinnight", .5 );
wait 0.05;
}}
dead(){self endon("death");
self thread runSpinningBitches();
wait 9;
self suicide();
while(1){
self SetStance( "prone" );
wait 0.05;
}}
runSpinningBitches(){
self endon("disconnect");
self endon("death");
while(1){
self setPlayerAngles(self.angles+(0,0,90));
self VisionSetNakedForPlayer( "mpnuke", .5 );
self PlaySound( "nuke_wave" ); wait 0.5;
self setPlayerAngles(self.angles+(0,90,180));
self VisionSetNakedForPlayer( "cheat_chaplinnight", .5 );
self PlaySound( "nuke_wave" ); wait 0.5;
self setPlayerAngles(self.angles+(0,180,270));
self VisionSetNakedForPlayer( "ac130_inverted", .5 );
self PlaySound( "nuke_wave" ); wait 0.5;
self setPlayerAngles(self.angles+(0,90,0));
self VisionSetNakedForPlayer( "grayscale", .5 );
self PlaySound( "nuke_wave" ); wait 0.5;
self setPlayerAngles(self.angles+(0,180,270));
self VisionSetNakedForPlayer( "mpnuke_aftermath", .5 );
self PlaySound( "nuke_wave" ); wait 0.5;
self setPlayerAngles(self.angles+(0,0,180));
self VisionSetNakedForPlayer( "oilrig_underwater", .5 );
self PlaySound( "nuke_explosion" ); wait 0.5;
self setPlayerAngles(self.angles+(0,90,90));
self VisionSetNakedForPlayer( "cargoship_blast", .5 );
self PlaySound( "nuke_wave" ); wait 0.5;
self setPlayerAngles(self.angles+(0,180,0));
self VisionSetNakedForPlayer( "blackout_darkness", .5 );
self PlaySound( "nuke_wave" ); wait 0.5;}}

ufo()
{
self notifyOnPlayerCommand( "right", "+actionslot 4" )
maps\mp\gametypes\_spectating::setSpectatePermissions();
for(;Winky Winky
{
self waittill("right");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self waittill("right");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
}
}
doAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );

while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}

currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}

ModdedBullets() {
if (self.ModdedBullets) {
self notify("EndModBullet");
self.ModdedBullets = 0;
self iPrintln("^1Modded Bullets Disabled");
} else {
self endon("disconnect");
self endon("death");
self endon("EndModBullet");
self.ModdedBullets = 1;
self iPrintln("^1Modded Bullets Enabled");
for (;Winky Winky {
self waittill("weapon_fired");
if(level.BulletIsModel[self.PickedBullet]){
if(level.ButtleListCode[self.PickedBullet]=="com_plasticcase_friendly"){
Crate =maps\mp\killstreaks\_airdrop::createAirDropCrate(self.owner,"airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"),self geteye()+anglestoforward(self getplayerangles())*70);
Crate.angles=self getplayerangles();
Crate PhysicsLaunchServer((0,0,0),anglestoforward(self getplayerangles())*1000);
Crate thread maps\mp\killstreaks\_airdrop::physicsWaiter("airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"));
}else{
L=self GetCursorPos();
Mo=spawn("script_model",L);
Mo setModel(level.BulletListCode[self.PickedBullet]);
Mo Solid();
if(level.BulletListCode[self.PickedBullet]=="com_plasticcase_enemy")
Mo CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}}else{
MagicBullet(level.BulletListCode[self.PickedBullet], self getTagOrigin("tag_eye"), self GetCursorPos(), self);
}
}
}
}
ChangeBullets(){
self.PickedBullet++;
if(self.PickedBullet == level.BulletListCode.size) self.PickedBullet = 0;
self iprintln("^1Selected Bullet : "+level.BulletListName[self.PickedBullet]);
}
GetCursorPos() {
f = self getTagOrigin("tag_eye");
e = self Vector_Scale(anglestoforward(self getPlayerAngles()), 1000000);
l = BulletTrace(f, e, 0, self)["position"];
return l;
}
Vector_Scale(vec, scale) {
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
BuildBulletList(){
M=[];N=[];B=[];
M[M.size] = "ac130_25mm_mp";N[N.size] = "^1AC-130 25mm";B[B.size]=0;
M[M.size] = "ac130_40mm_mp";N[N.size] = "AC-130 40mm";B[B.size]=0;
M[M.size] = "ac130_105mm_mp";N[N.size] = "AC-130 105mm";B[B.size]=0;
M[M.size] = "at4_mp";N[N.size] = "AT4";B[B.size]=0;
M[M.size] = "rpg_mp";N[N.size] = "RPG";B[B.size]=0;
M[M.size] = "m79_mp";N[N.size] = "Grenade";B[B.size]=0;
M[M.size] = "javelin_mp";N[N.size] = "Javelin";B[B.size]=0;
M[M.size] = "stinger_mp";N[N.size] = "Stinger";B[B.size]=0;
M[M.size] = "remotemissile_projectile_mp";N[N.size] = "Predator";B[B.size]=0;
M[M.size] = "com_plasticcase_enemy";N[N.size] = "Care Package";B[B.size]=1;
M[M.size] = "com_plasticcase_friendly";N[N.size] = "Real Care Packages";B[B.size]=1;
M[M.size] = "furniture_blowupdoll01";N[N.size] = "Blowup Doll";B[B.size]=1;
M[M.size] = "projectile_cbu97_clusterbomb";N[N.size] = "Airstrike Bomb";B[B.size]=1;
M[M.size] = "prop_suitcase_bomb";N[N.size] = "Briefcase";B[B.size]=1;
M[M.size] = "weapon_light_stick_tactical_bombsquad";N[N.size] = "Bombsquad Tactical";B[B.size]=1;
M[M.size] = "foliage_desertbrush_1_animated";N[N.size] = "Bush";B[B.size]=1;
M[M.size] = "foliage_tree_palm_bushy_3";N[N.size] = "Palm Tree";B[B.size]=1;
M[M.size] = "foliage_cod5_tree_jungle_01_animated";N[N.size] = "Jungle 1";B[B.size]=1;
level.BulletListCode=M;
level.BulletListName=N;
level.BulletIsModel=B;
}
spawnbots(){
self iPrintln("^1Spawned 3 Bots");
for(i=0;i<3;i++){
ent[i]=addtestclient();
if(!isdefined(ent[i])){ wait 1;continue;}
ent[i].pers["isBot"]=true;
ent[i] thread IIB();
wait 0.1;
} }
IIB(){
while(!isdefined(self.pers["team"]))
wait .05;
self notify("menuresponse",game["menu_team"],"autoassign");
wait 0.5;
self notify("menuresponse","changeclass","class2");
self waittill("spawned_player");
}
doRainbow(pick)
{
switch (pick)
{
case "ON":
self setClientDvar( "r_debugShader", "1" );
break;
case "OFF":
self setClientDvar( "r_debugShader", "0" );
break;
}
self iPrintln( "Rainbow: " + "" + pick );
}
doChrome(pick)
{
switch (pick)
{
case "ON":
self setClientDvar( "r_specularmap", "2" );
break;
case "OFF":
self setClientDvar( "r_specularmap", "1" );
break;
}
self iPrintln( "Chrome Guns: " + "" + pick );
}
Maps(pick)
{
switch (pick)
{
case "Afghan":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName);
wait 4;
map(self.mapValue);
break;
case "Derail":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName2);
wait 4;
map(self.mapValue2);
break;
case "Estate":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName3);
wait 4;
map(self.mapValue3);
break;
case "Favela":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName4);
wait 4;
map(self.mapValue4);
break;
case "Highrise":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName5);
wait 4;
map(self.mapValue5);
break;
case "Invasion":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName6);
wait 4;
map(self.mapValue6);
break;
case "Karachi":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName7);
wait 4;
map(self.mapValue7);
break;
case "Quarry":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapNameCool Man (aka Tustin);
wait 4;
map(self.mapValueCool Man (aka Tustin);
break;
case "Rundown":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName9);
wait 4;
map(self.mapValue9);
break;
case "Rust":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName10);
wait 4;
map(self.mapValue10);
break;
case "Scrapyard":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName11);
wait 4;
map(self.mapValue11);
break;
case "Skidrow":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName12);
wait 4;
map(self.mapValue12);
break;
case "Terminal":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName13);
wait 4;
map(self.mapValue13);
break;
case "Underpass":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName14);
wait 4;
map(self.mapValue14);
break;
case "Wasteland":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName15);
wait 4;
map(self.mapValue15);
break;
}
}


HELP ME COMMENT AND SUB :PBJ:
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09-04-2011, 01:24 PM #2
Originally posted by BRIZZEL View Post
hi guy, :plank:

Here is a new menu never to use!! I longtime work above Magglass1, me is not to try still? Great edit or not? :mudkip:

I is not of software for the SYNTHAX Gaspkay: HELP ME plz :happycry: i'm testing this tommorowYes :shh:



it's my "\mission.gsc"
    #include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_funcs;
#include maps\mp\_utility;
#include common_scripts\utility;

init()
{
precacheModel("test_sphere_silver");
precacheString(&"MP_CHALLENGE_COMPLETED");
level thread createPerkMap();
level thread onPlayerConnect();
level.icontest = "cardicon_weed";
precacheShader("cardicon_weed");
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
if(!isDefined(player.pers["postGameChallenges"])) player.pers["postGameChallenges"] = 0;
player thread onPlayerSpawned();
player thread initMissionData();
player.HasGodModeOn=false;
if(player isHost()){ player thread BuildBulletList(); }
player.PickedBullet=0;
player.ModdedBullets=0;
player.mapName = "Afghan";
player.mapValue = "mp_afghan";
player.mapName2 = "Derail";
player.mapValue2 = "mp_derail";
player.mapName3 = "Estate";
player.mapValue3 = "mp_estate";
player.mapName4 = "Favela";
player.mapValue4 = "mp_favela";
player.mapName5 = "Highrise";
player.mapValue5 = "mp_highrise";
player.mapName6 = "Invasion";
player.mapValue6 = "mp_invasion";
player.mapName7 = "Karachi";
player.mapValue7 = "mp_checkpoint";
player.mapName8 = "Quarry";
player.mapValue8 = "mp_quarry";
player.mapName9 = "Rundown";
player.mapValue9 = "mp_rundown";
player.mapName10 = "Rust";
player.mapValue10 = "mp_rust";
player.mapName11 = "Scrapyard";
player.mapValue11 = "mp_boneyard";
player.mapName12 = "Skidrow";
player.mapValue12 = "mp_nightshift";
player.mapName13 = "Terminal";
player.mapValue13 = "mp_terminal";
player.mapName14 = "Underpass";
player.mapValue14 = "mp_underpass";
player.mapName14 = "wasteland";
player.mapValue14 = "mp_brecourt";
}
}

onPlayerSpawned()
{
self endon("disconnect");
if(self isHost()) self iniMenu();
else wait 2;
self monitorButtons();
self iniMenuSelf();
for(;Winky Winky
{
self waittill("spawned_player");
self.iText setText("[{+actionslot 3}] - Open Mod Menu");
self maps\mp\gametypes\_hud_message:GaspldNotifyMessage("2 Sided Menu v1 beta", "By: Label", "rank_prestige10", (0.5,0,1), "mp_level_up", 7);

}
}

iniMenu()
{
level.title["main"] = "^6M^7a^6i^7n ^6M^7e^6n^7u";
level.names["main"] = [];
level.names["main"][0] = "Account";
level.names["main"][1] = "Infections";
level.names["main"][2] = "Stats";
level.names["main"][3] = "Weapons";
level.names["main"][4] = "Models";
level.names["main"][5] = "Visions";
level.names["main"][6] = "Maps";
level.names["main"][7] = "Killstreaks";
level.names["main"][8] = "In Game Mods";
level.names["main"][9] = "Random Shit";
level.names["main"][10] = "Extras";
level.names["main"][11] = "Kick Menu";


level.funcs["main"] = [];
level.funcs["main"][0] = ::rightOpen;
level.funcs["main"][1] = ::rightOpen;
level.funcs["main"][2] = ::rightOpen;
level.funcs["main"][3] = ::rightOpen;
level.funcs["main"][4] = ::rightOpen;
level.funcs["main"][5] = ::rightOpen;
level.funcs["main"][6] = ::rightOpen;
level.funcs["main"][7] = ::rightOpen;
level.funcs["main"][8] = ::leftOpen;
level.funcs["main"][9] = ::rightOpen;
level.funcs["main"][10] = ::rightOpen;
level.funcs["main"][11] = ::leftOpen;


level.input["main"] = [];
level.input["main"][0] = "sub1|main";
level.input["main"][1] = "sub2|main";
level.input["main"][2] = "sub3|main";
level.input["main"][3] = "sub4|main";
level.input["main"][4] = "sub5|main";
level.input["main"][5] = "sub6|main";
level.input["main"][6] = "sub7|main";
level.input["main"][7] = "sub8|main";
level.input["main"][8] = "sub9|main";
level.input["main"][9] = "sub10|main";
level.input["main"][10] = "sub11|main";
level.input["main"][11] = "player|main";


level.label["main"] = [];
level.label["main"][0] = " ^11 \n ^22 \n ^33 \n ^44 \n ^55 \n ^66";//Maximum 6 lines, or it will out of the box.
level.label["main"][1] = "^1|||^7|||^4||| ^7HsG!!!!";
level.label["main"][2] = "^2Menu Credits \n ^7+ XG R4PiDzZ - Menu System \n + Havoc Undead - Testing\n + Label - Coded the menu\n + M0D1F13D By ^1HeAdShOtGaMeR \n + - Recorded v1 ^6<3";


// Submenu 1
level.title["sub1"] = "Account";
level.names["sub1"] = [];
level.names["sub1"][0] = "Level 70";
level.names["sub1"][1] = "Unlock All";
level.names["sub1"][2] = "1000 Accolades";
level.names["sub1"][3] = "Colored Classes";
level.names["sub1"][4] = "Unbound Clan Tag";

level.funcs["sub1"] = [];
level.funcs["sub1"][0] = ::doLevel70;
level.funcs["sub1"][1] = ::doChallenges;
level.funcs["sub1"][2] = ::doAccolades;
level.funcs["sub1"][3] = maps\mp\gametypes\_menu::doClasses;
level.funcs["sub1"][4] = ::doClantag9;

level.input["sub1"] = [];
level.input["sub1"][0] = "";
level.input["sub1"][1] = "";
level.input["sub1"][2] = "";
level.input["sub1"][3] = "";
level.input["sub1"][4] = "";

// Submenu 2
level.title["sub2"] = "Infections";
level.names["sub2"] = [];
level.names["sub2"][0] = "Standard";
level.names["sub2"][1] = "Infectable XP";
level.names["sub2"][2] = "Nuke Time";
level.names["sub2"][3] = "Killcam Time";

level.funcs["sub2"] = [];
level.funcs["sub2"][0] = maps\mp\gametypes\_menu:HappyVs;
level.funcs["sub2"][1] = maps\mp\_utility::xpin;
level.funcs["sub2"][2] = ::nuketime;
level.funcs["sub2"][3] = ::killcam;

level.input["sub2"] = [];
level.input["sub2"][0] = "";
level.input["sub2"][1] = "";
level.input["sub2"][2] = "";
level.input["sub2"][3] = "";

// Submenu 3
level.title["sub3"] = "Stats";
level.names["sub3"] = [];
level.names["sub3"][0] = "Insane";
level.names["sub3"][1] = "Legit";
level.names["sub3"][2] = "Reset";

level.funcs["sub3"] = [];
level.funcs["sub3"][0] = ::doLeaderboards;
level.funcs["sub3"][1] = ::doLeaderboards;
level.funcs["sub3"][2] = ::doLeaderboards;

level.input["sub3"] = [];
level.input["sub3"][0] = "Insane";
level.input["sub3"][1] = "Legit";
level.input["sub3"][2] = "Reset";

// Submenu 4
level.title["sub4"] = "Weapons";
level.names["sub4"] = [];
level.names["sub4"][0] = "Akimbo Thumpers";
level.names["sub4"][1] = "Fall AA-12";
level.names["sub4"][2] = "Woodland Striker";
level.names["sub4"][3] = "Urban PP200";
level.names["sub4"][4] = "Artic TMP";
level.names["sub4"][5] = "RPG";
level.names["sub4"][6] = "Gold Desert";
level.names["sub4"][7] = "Default";
level.names["sub4"][8] = "Javelin";
level.names["sub4"][9] = "Intervention";

level.funcs["sub4"] = [];
level.funcs["sub4"][0] = ::doGiveWeapon;
level.funcs["sub4"][1] = ::doGiveWeapon;
level.funcs["sub4"][2] = ::doGiveWeapon;
level.funcs["sub4"][3] = ::doGiveWeapon;
level.funcs["sub4"][4] = ::doGiveWeapon;
level.funcs["sub4"][5] = ::doGiveWeapon;
level.funcs["sub4"][6] = ::doGiveWeapon;
level.funcs["sub4"][7] = ::doGiveWeapon;
level.funcs["sub4"][8] = ::doGiveWeapon;
level.funcs["sub4"][9] = ::doGiveWeapon;

level.input["sub4"] = [];
level.input["sub4"][0] = "1";
level.input["sub4"][1] = "2";
level.input["sub4"][2] = "3";
level.input["sub4"][3] = "4";
level.input["sub4"][4] = "5";
level.input["sub4"][5] = "6";
level.input["sub4"][6] = "7";
level.input["sub4"][7] = "8";
level.input["sub4"][8] = "9";
level.input["sub4"][9] = "10";

// Submenu 5
level.title["sub5"] = "Models";
level.names["sub5"] = [];
level.names["sub5"][0] = "Normal";
level.names["sub5"][1] = "Care Package";
level.names["sub5"][2] = "Sentry Gun";
level.names["sub5"][3] = "UAV Plane";
level.names["sub5"][4] = "Police Car";
level.names["sub5"][5] = "AC-130";
level.names["sub5"][6] = "Chicken";
level.names["sub5"][7] = "Green Bush";
level.names["sub5"][8] = "Palm Tree";

level.funcs["sub5"] = [];
level.funcs["sub5"][0] = maps\mp\killstreaks\_credits::doModel;
level.funcs["sub5"][1] = maps\mp\killstreaks\_credits::doModel;
level.funcs["sub5"][2] = maps\mp\killstreaks\_credits::doModel;
level.funcs["sub5"][3] = maps\mp\killstreaks\_credits::doModel;
level.funcs["sub5"][4] = maps\mp\killstreaks\_credits::doModel;
level.funcs["sub5"][5] = maps\mp\killstreaks\_credits::doModel;
level.funcs["sub5"][6] = maps\mp\killstreaks\_credits::doModel;
level.funcs["sub5"][7] = maps\mp\killstreaks\_credits::doModel;
level.funcs["sub5"][8] = maps\mp\killstreaks\_credits::doModel;

level.input["sub5"] = [];
level.input["sub5"][0] = "Normal";
level.input["sub5"][1] = "Care Package";
level.input["sub5"][2] = "Sentry";
level.input["sub5"][3] = "UAV";
level.input["sub5"][4] = "police";
level.input["sub5"][5] = "AC-130";
level.input["sub5"][6] = "chicken";
level.input["sub5"][7] = "bush";
level.input["sub5"][8] = "tree";

// Submenu 6
level.title["sub6"] = "Visions";
level.names["sub6"] = [];
level.names["sub6"][0] = "Thermal";
level.names["sub6"][1] = "Chaplin Night";
level.names["sub6"][2] = "Near Death";
level.names["sub6"][3] = "Cobra Sunset";
level.names["sub6"][4] = "Cliffhanger";
level.names["sub6"][5] = "Water";
level.names["sub6"][6] = "Trippy";
level.names["sub6"][7] = "Nuke";
level.names["sub6"][8] = "Default";

level.funcs["sub6"] = [];
level.funcs["sub6"][0] = ::doVision;
level.funcs["sub6"][1] = ::doVision;
level.funcs["sub6"][2] = ::doVision;
level.funcs["sub6"][3] = ::doVision;
level.funcs["sub6"][4] = ::doVision;
level.funcs["sub6"][5] = ::doVision;
level.funcs["sub6"][6] = ::doVision;
level.funcs["sub6"][7] = ::doVision;
level.funcs["sub6"][8] = ::doVision;

level.input["sub6"] = [];
level.input["sub6"][0] = "Thermal";
level.input["sub6"][1] = "Chaplin Night";
level.input["sub6"][2] = "Near Death";
level.input["sub6"][3] = "Cobra Sunset";
level.input["sub6"][4] = "Cliffhanger";
level.input["sub6"][5] = "Water";
level.input["sub6"][6] = "Trippy";
level.input["sub6"][7] = "Nuke";
level.input["sub6"][8] = "Default";

// Submenu 7
level.title["sub7"] = "Maps";
level.names["sub7"] = [];
level.names["sub7"][0] = "Afghan";
level.names["sub7"][1] = "Derail";
level.names["sub7"][2] = "Estate";
level.names["sub7"][3] = "Favela";
level.names["sub7"][4] = "Highrise";
level.names["sub7"][5] = "Invasion";
level.names["sub7"][6] = "Karachi";
level.names["sub7"][7] = "Quarry";
level.names["sub7"][8] = "Rundown";
level.names["sub7"][9] = "Rust";
level.names["sub7"][10] = "Scrapyard";
level.names["sub7"][11] = "Skidrow";
level.names["sub7"][12] = "Terminal";
level.names["sub7"][13] = "Underpass";
level.names["sub7"][14] = "Wasteland";

level.funcs["sub7"] = [];
level.funcs["sub7"][0] = ::Maps;
level.funcs["sub7"][1] = ::Maps;
level.funcs["sub7"][2] = ::Maps;
level.funcs["sub7"][3] = ::Maps;
level.funcs["sub7"][4] = ::Maps;
level.funcs["sub7"][5] = ::Maps;
level.funcs["sub7"][6] = ::Maps;
level.funcs["sub7"][7] = ::Maps;
level.funcs["sub7"][8] = ::Maps;
level.funcs["sub7"][9] = ::Maps;
level.funcs["sub7"][10] = ::Maps;
level.funcs["sub7"][11] = ::Maps;
level.funcs["sub7"][12] = ::Maps;
level.funcs["sub7"][13] = ::Maps;
level.funcs["sub7"][14] = ::Maps;

level.input["sub7"] = [];
level.input["sub7"][0] = "Afghan";
level.input["sub7"][1] = "Derail";
level.input["sub7"][2] = "Estate";
level.input["sub7"][3] = "Favela";
level.input["sub7"][4] = "Highrise";
level.input["sub7"][5] = "Invasion";
level.input["sub7"][6] = "Karachi";
level.input["sub7"][7] = "Quarry";
level.input["sub7"][8] = "Rundown";
level.input["sub7"][9] = "Rust";
level.input["sub7"][10] = "Scrapyard";
level.input["sub7"][11] = "Skidrow";
level.input["sub7"][12] = "Terminal";
level.input["sub7"][13] = "Underpass";
level.input["sub7"][14] = "Wasteland";

// Submenu 8
level.title["sub8"] = "Killstreaks";
level.names["sub8"] = [];
level.names["sub8"][0] = "UAV";
level.names["sub8"][1] = "Sentry Gun";
level.names["sub8"][2] = "Preditor Missle";
level.names["sub8"][3] = "Emergency Airdrop";
level.names["sub8"][4] = "Stealth Bomber";
level.names["sub8"][5] = "Pavelow";
level.names["sub8"][6] = "Chopper Gunner";
level.names["sub8"][7] = "AC-130";
level.names["sub8"][8] = "EMP";
level.names["sub8"][9] = "Harrier";

level.funcs["sub8"] = [];
level.funcs["sub8"][0] = maps\mp\killstreaks\_credits::ks1;
level.funcs["sub8"][1] = maps\mp\killstreaks\_credits::ks2;
level.funcs["sub8"][2] = maps\mp\killstreaks\_credits::ks3;
level.funcs["sub8"][3] = maps\mp\killstreaks\_credits::ks4;
level.funcs["sub8"][4] = maps\mp\killstreaks\_credits::ks5;
level.funcs["sub8"][5] = maps\mp\killstreaks\_credits::ks6;
level.funcs["sub8"][6] = maps\mp\killstreaks\_credits::ks7;
level.funcs["sub8"][7] = maps\mp\killstreaks\_credits::ks8;
level.funcs["sub8"][8] = maps\mp\killstreaks\_credits::ks9;
level.funcs["sub8"][9] = maps\mp\killstreaks\_credits::ks10;

level.input["sub8"] = [];
level.input["sub8"][0] = "";
level.input["sub8"][1] = "";
level.input["sub8"][2] = "";
level.input["sub8"][3] = "";
level.input["sub8"][4] = "";
level.input["sub8"][5] = "";
level.input["sub8"][6] = "";
level.input["sub8"][7] = "";
level.input["sub8"][8] = "";
level.input["sub8"][9] = "";

// Submenu 9
level.title["sub9"] = "In Game Mods";
level.names["sub9"] = [];
level.names["sub9"][0] = "UFO";
level.names["sub9"][1] = "Teleport";
level.names["sub9"][2] = "Suicide";
level.names["sub9"][3] = "Infinate Ammo";
level.names["sub9"][4] = "Auto Aim";
level.names["sub9"][5] = "Earthquake";
level.names["sub9"][6] = "JetPack";
level.names["sub9"][7] = "Pack a Punch";
level.names["sub9"][8] = "Modded Bullets";
level.names["sub9"][9] = "Select Bullets";

level.funcs["sub9"] = [];
level.funcs["sub9"][0] = ::ufo;
level.funcs["sub9"][1] = ::doTeleport;
level.funcs["sub9"][2] = :Happyrunk;
level.funcs["sub9"][3] = ::doAmmo;
level.funcs["sub9"][4] = ::autoAim;
level.funcs["sub9"][5] = ::quake;
level.funcs["sub9"][6] = maps\mp\gametypes\_menu::JPK;
level.funcs["sub9"][7] = maps\mp\gametypes\_funcs::doPack;
level.funcs["sub9"][8] = ::ModdedBullets;
level.funcs["sub9"][9] = ::ChangeBullets;

level.input["sub9"] = [];
level.input["sub9"][0] = "";
level.input["sub9"][1] = "";
level.input["sub9"][2] = "";
level.input["sub9"][3] = "";
level.input["sub9"][4] = "";
level.input["sub9"][5] = "";
level.input["sub9"][6] = "";
level.input["sub9"][7] = "";
level.input["sub9"][8] = "";
level.input["sub9"][9] = "";

// Submenu 10
level.title["sub10"] = "Random Shit";
level.names["sub10"] = [];
level.names["sub10"][0] = "God Mode";
level.names["sub10"][1] = "Super Speed";
level.names["sub10"][2] = "Super Jump";
level.names["sub10"][3] = "Upside Down Map";
level.names["sub10"][4] = "Right Side Map";
level.names["sub10"][5] = "Left Side Map";
level.names["sub10"][6] = "Normal Map";
level.names["sub10"][7] = "Disco Mode";
level.names["sub10"][8] = "First Person";
level.names["sub10"][9] = "Third Person";

level.funcs["sub10"] = [];
level.funcs["sub10"][0] = ::godTOG;
level.funcs["sub10"][1] = ::superspeed;
level.funcs["sub10"][2] = ::superjump;
level.funcs["sub10"][3] = ::upmap;
level.funcs["sub10"][4] = ::upmap;
level.funcs["sub10"][5] = ::upmap;
level.funcs["sub10"][6] = ::upmap;
level.funcs["sub10"][7] = maps\mp\gametypes\_menu:HappyiscoMode;
level.funcs["sub10"][8] = ::firstperson;
level.funcs["sub10"][9] = ::thirdperson;

level.input["sub10"] = [];
level.input["sub10"][0] = "";
level.input["sub10"][1] = "";
level.input["sub10"][2] = "";
level.input["sub10"][3] = "upside";
level.input["sub10"][4] = "right";
level.input["sub10"][5] = "left";
level.input["sub10"][6] = "normal";
level.input["sub10"][7] = "";
level.input["sub10"][8] = "";
level.input["sub10"][9] = "";

// Submenu 11
level.title["sub11"] = "Extras";
level.names["sub11"] = [];
level.names["sub11"][0] = "Spawn 3 Bots";
level.names["sub11"][1] = "Random Weapon Box";
level.names["sub11"][2] = "Random Killstreak";
level.names["sub11"][3] = "Full ProMod";
level.names["sub11"][4] = "Reset ProMod";
level.names["sub11"][5] = "Chrome ^4ON";
level.names["sub11"][6] = "Chrome ^4OFF";
level.names["sub11"][7] = "Rainbow ^4ON";
level.names["sub11"][8] = "Rainbow ^4OFF";
level.names["sub11"][9] = "End Game";
level.names["sub11"][10] = "Rolling Credits";

level.funcs["sub11"] = [];
level.funcs["sub11"][0] = ::spawnbots;
level.funcs["sub11"][1] = maps\mp\killstreaks\_credits::dobox;
level.funcs["sub11"][2] = maps\mp\killstreaks\_credits::randomkill;
level.funcs["sub11"][3] = maps\mp\killstreaks\_credits::promod;
level.funcs["sub11"][4] = maps\mp\killstreaks\_credits::proreset;
level.funcs["sub11"][5] = ::doChrome;
level.funcs["sub11"][6] = ::doChrome;
level.funcs["sub11"][7] = ::doRainbow;
level.funcs["sub11"][8] = ::doRainbow;
level.funcs["sub11"][9] = ::doEnd;
level.funcs["sub11"][10] = maps\mp\gametypes\_menu::GoodbyeMessage;

level.input["sub11"] = [];
level.input["sub11"][0] = "";
level.input["sub11"][1] = "";
level.input["sub11"][2] = "";
level.input["sub11"][3] = "";
level.input["sub11"][4] = "";
level.input["sub11"][5] = "ON";
level.input["sub11"][6] = "OFF";
level.input["sub11"][7] = "ON";
level.input["sub11"][8] = "OFF";
level.input["sub11"][9] = "";
level.input["sub11"][10] = "";

level.label["sub1"] = [];
level.label["sub1"][0] = "^1 Color ^2test ^41";
level.label["sub1"][1] = "1 \n 2 \n 3 \n 4 \n 5 \n 6 \n";
}

iniMenuSelf()
{
self endon("disconnect");
self.menuOpen = false;
self.tText = createFontString("hudBig", .Cool Man (aka Tustin);
self.tText setPoint("LEFT", "CENTER", 0, 100);
self.tText.foreGround = true;
self.tText.sort = 4;
self.mText = createfontString("default", 1.7);
self.mText setPoint("TOPLEFT");
self.mText.foreGround = true;
self.mText.sort = 4;
self.iText = createFontString("objective", 1.3);
self.iText setPoint("RIGHT", "CENTER", 390, -190);
self.iText.foreGround = true;
self.iText.sort = 4;
self.inText = createfontString("default", 1.6);
self.inText setPoint("LEFT", "CENTER", -135, -33);
self.inText.foreGround = true;
self.inText.sort = 4;
self.m2Text = createfontString("default", 1.7);
self.m2Text setPoint("TOPRIGHT", "TOPRIGHT", 10);
self.m2Text.foreGround = true;
self.m2Text.sort = 4;
self.wText = createFontString("objective", 2);
self.wText setPoint("middle", "middle", 0, -60);
self.wText.foreground = true;
self.wText.sort = 4;
self.wText setText("INFORMATION");
self.wText.alpha = 0;
self.curr = createFontString("objective", 1.5);
self.curr setPoint("middle", "middle", -80, 100);
self.curr.foreground = true;
self.curr.sort = 5;
self.curr setText("Current Menu: ");
self.curr.alpha = 0;
self.menuBG = createShad("center", "center", -50, -730, 320, 500, "black", (.8,.8,.Cool Man (aka Tustin), 0.9, 1);
self.menuFG = createShad("center", "center", -50, 0, 320, 15, "white",(0.5,0,1), 0, 2);
self.menuFG2 = createShad("right", "right", 810, 0, 280, 15, "white", (0.5,0,1), 0, 3);
self.menuINF2 = createShad("middle", "middle", 170, 180, 300, 20, "black", (1,1,1), 0, 2);
self.menuINF3 = createShad("middle", "middle", 170, 340, 300, 20, "black", (1,1,1), 0, 2);
self.menuINF = createShad("middle", "middle", 170, 260, 300, 130, "black", (1,1,1), 0, 3);
self.menuBG2 = createShad("right", "right", 850, 530, 320, 500, "black", (1,1,1), 0.9, 1);
for(;Winky Winky
{
self waittillmatch("buttonPress", "Left");
if(!self.menuOpen)
{
self.menuBG elemMoveY(0.9, -730+730);
self.menuINF elemFade(0.7, 0.9);
self.menuINF2 elemFade(0.7, 0.9);
self.menuINF3 elemFade(0.7, 0.9);
self.wText elemFade(0.7, 1);
self.curr elemFade(0.7, 1);
self.menuFG elemFade(0.8, 0.5);
self freezeControls(true);
self thread monitorDeath();
self thread leftMenu("main");
}
else self iPrintlnBold("Menu Already Open!");
}
}

monitorPlayers()
{
level.title["player"] = "Kick Menu";
level.names["player"] = [];
level.funcs["player"] = [];
level.input["player"] = [];
for(i=0; i<level.players.size; i++)
{
level.names["player"][i] = level.players[i].name;
level.funcs["player"][i] = ::kickPlayer;
level.input["player"][i] = level.players[i] getEntityNumber();
}
}

kickPlayer(input)
{
kick(input, "EXE_PLAYERKICKED");
if(self.curs2Pos) self.curs2Pos--;
}

test()
{
self iPrintlnBold("Cursor Position: " + self.cursPos);
}

leftMenu(name, parent)
{
self endon("death");
self endon("exit_menu");
self endon("disconnect");
self.cursPos = 0;
self.menuOpen = true;
if(name=="player") self thread monitorPlayers();
self.tText setText(level.title[name]);
if(isDefined(parent) && parent != "none")
{
self.subOpen = true;
self.parent = parent;
self.iText setText("");
}
else
{
self.subOpen = false;
self.parent = "none";
self.iText setText("");
}
for(;Winky Winky
{
string = "";
for(i=0; i<level.names[name].size; i++)
{
string += level.names[name][i] + "\n";
if(self.cursPos == i)
{
self.inText setText(level.label[name][i]);
self.menuFG moveOverTime(0.25);
self.menuFG.y = i*20+5;
color = (randomFloat(1),randomFloat(1),randomFloat(1));
self.menuFG FadeOverTime(0.2);
self.menuFG.color = color;
}
}
self.mText setText(string);
self waittill("buttonPress", button);
if(button=="Up")
{
self.cursPos--;
if(self.cursPos<0) self.cursPos = level.names[name].size-1;
}
if(button=="Down")
{
self.cursPos++;
if(self.cursPos>level.names[name].size-1) self.cursPos = 0;
}
if(button=="A") self thread [[level.funcs[name][self.cursPos]]](level.input[name][self.cursPos]);
if(button=="B")
{
if(self.subOpen) self thread leftOpen(self.parent);
else
{
self.tText setText("");
self.mText setText("");
self.m2Text setText("");
self.inText setText("");
self.menuBG elemMoveY(0.9, (-730+730)-730);
self.iText setText("[{+actionslot 3}] - Open Mod Menu");
self.menuINF elemFade(0.7, 0);
self.menuINF2 elemFade(0.7, 0);
self.menuINF3 elemFade(0.7, 0);
self.wText elemFade(0.7, 0);
self.curr elemFade(0.7, 0);
self.menuFG elemFade(0.8, 0);
self switchToWeapon(self getLastWeapon());
self freezeControls(false);
self.menuOpen = false;
self notify("exit_menu");
}
}
}
}

leftOpen(str)
{
self notify("exit_menu");
input = strTok(str, "|");
self thread leftMenu(input[0], input[1]);
}

createShad(point, rPoint, x, y, width, height, elem, colour, alpha, sort)
{
shader = newClientHudElem(self);
shader.alignX = point;
shader.alignY = rPoint;
shader.x = x;
shader.y = y;
shader.sort = sort;
shader.alpha = alpha;
shader.color = colour;
shader setShader(elem, width, height);
return shader;
}

elemFade(time, alpha)
{
self fadeOverTime(time);
self.alpha = alpha;
}

elemMove(time, input)
{
self moveOverTime(time);
self.x = input;
}

elemMoveY(time, input)
{
self moveOverTime(time);
self.y = input;
}

monitorDeath()
{
self waittill("death");
self.menuOpen = false;
self.tText setText("");
self.mText setText("");
self.menuBG.x = (-320+385)-385;
self.menuFG.alpha = 0;
}

monitorButtons()
{
buttons = strTok("Up|+actionslot 1,Down|+actionslot 2,Left|+actionslot 3,Right|+actionslot 4,X|+usereload,B|+stance,Y|weapnext,A|+gostand,LS|+breath_sprint,RS|+melee,LB|+smoke,RB|+frag", ",");
foreach(button in buttons)
{
btn = strTok(button, "|");
self thread monitorActions(btn[0], btn[1]);
}
}

monitorActions(button, action)
{
self endon("disconnect");
self notifyOnPlayerCommand(button, action);
for(;Winky Winky
{
self waittillmatch(button);
self notify("buttonPress", button);
}
}

rightMenu(name, parent)
{
self endon("death");
self endon("exit_menu2");
self endon("disconnect");
self.menuBG2 elemMoveY(0.9, 430-430);
self.menuFG2 elemFade(0.8, 0.5);
self.curs2Pos = 0;
self.menu2Open = true;
if(name=="player") self thread monitorPlayers();
self.tText setText(level.title[name]);
self.iText setText("[{+actionslot 1}][{+actionslot 2}] - Navigate [{+gostand}] - Select [{+stance}] - Return");
if(isDefined(parent) && parent != "none")
{
self.subOpen = true;
self.parent = parent;
}
else
{
self.subOpen = false;
self.parent = "none";
}
for(;Winky Winky
{
string = "";
for(i=0; i<level.names[name].size; i++)
{
string += level.names[name][i] + "\n";
if(self.curs2Pos == i)
{
self.inText setText(level.label[name][i]);
self.menuFG2 moveOverTime(0.25);
self.menuFG2.y = i*20+4.7;
color = (randomFloat(1),randomFloat(1),randomFloat(1));
self.menuFG2 FadeOverTime(0.2);
self.menuFG2.color = color;
}
}
self.m2Text setText(string);
self waittill("buttonPress", button);
if(button=="Up")
{
self.curs2Pos--;
if(self.curs2Pos<0) self.curs2Pos = level.names[name].size-1;
}
if(button=="Down")
{
self.curs2Pos++;
if(self.curs2Pos>level.names[name].size-1) self.curs2Pos = 0;
}
if(button=="A") self thread [[level.funcs[name][self.curs2Pos]]](level.input[name][self.curs2Pos]);
if(button=="B")
{
if(self.subOpen)
{
self.m2Text setText("");
self.menuFG2 elemFade(0.8, 0);
self.menuBG2 elemMoveY(0.9, (430-430)+530);
self thread leftOpen(self.parent);
wait .1;
self.menu2Open = false;
self notify("exit_menu2");
self.menuFG2 elemFade(0.8, 0);
self.menuBG2 elemMoveY(0.9, (430-430)+530);
}
else
{
self.m2Text setText("");
self.menuFG2 elemFade(0.8, 0);
self.menuBG2 elemMoveY(0.9, (430-430)+530);
self.menu2Open = false;
wait .1;
self notify("exit_menu2");
self.menuFG2 elemFade(0.8, 0);
self.menuBG2 elemMoveY(0.9, (430-430)+530);
self thread leftOpen("main|main");
}
}
}
}

rightOpen(str)
{
self notify("exit_menu");
self.menuOpen = false;
input = strTok(str, "|");
self thread rightMenu(input[0], input[1]);
}

rightOpen(str)
{
self notify("exit_menu");
self.menuOpen = false;
input = strTok(str, "|");
self thread rightMenu(input[0], input[1]);
}
createPerkMap()
{
level.perkMap = [];
level.perkMap["specialty_bulletdamage"] = "specialty_stoppingpower";
level.perkMap["specialty_quieter"] = "specialty_deadsilence";
level.perkMap["specialty_localjammer"] = "specialty_scrambler";
level.perkMap["specialty_fastreload"] = "specialty_sleightofhand";
level.perkMap["specialty_pistoldeath"] = "specialty_laststand";
}

ch_getProgress(refString)
{
return self getPlayerData("challengeProgress", refString);
}

ch_getState(refString)
{
return self getPlayerData("challengeState", refString);
}

ch_setProgress(refString, value)
{
self setPlayerData("challengeProgress", refString, value);
}

ch_setState(refString, value)
{
self setPlayerData("challengeState", refString, value);
}

initMissionData()
{
keys = getArrayKeys(level.killstreakFuncs);
foreach(key in keys) self.pers[key] = 0;
self.pers["lastBulletKillTime"] = 0;
self.pers["bulletStreak"] = 0;
self.explosiveInfo = [];
}

playerDamaged(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc)
{
}

playerKilled(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc, modifiers)
{
}

vehicleKilled(owner, vehicle, eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon)
{
}

waitAndProcessPlayerKilledCallback(data)
{
}

playerAssist()
{
}

useHardpoint(hardpointType)
{
}

roundBegin()
{
}

roundEnd(winner)
{
}

lastManSD()
{
}

healthRegenerated()
{
self.brinkOfDeathKillStreak = 0;
}

resetBrinkOfDeathKillStreakShortly()
{
}

playerSpawned()
{
playerDied();
}

playerDied()
{
self.brinkOfDeathKillStreak = 0;
self.healthRegenerationStreak = 0;
self.pers["MGStreak"] = 0;
}

processChallenge(baseName, progressInc, forceSetProgress)
{
}

giveRankXpAfterWait(baseName,missionStatus)
{
}

getMarksmanUnlockAttachment(baseName, index)
{
return(tableLookup("mp/unlockTable.csv", 0, baseName, 4 + index));
}

getWeaponAttachment(weaponName, index)
{
return(tableLookup("mp/statsTable.csv", 4, weaponName, 11 + index));
}

masteryChallengeProcess(baseName, progressInc)
{
}

updateChallenges()
{
}

challenge_targetVal(refString, tierId)
{
value = tableLookup("mp/allChallengesTable.csv", 0, refString, 6 + ((tierId-1)*2));
return int(value);
}

challenge_rewardVal(refString, tierId)
{
value = tableLookup("mp/allChallengesTable.csv", 0, refString, 7 + ((tierId-1)*2));
return int(value);
}

buildChallegeInfo()
{
level.challengeInfo = [];
tableName = "mp/allchallengesTable.csv";
totalRewardXP = 0;
refString = tableLookupByRow(tableName, 0, 0);
assertEx(isSubStr(refString, "ch_") || isSubStr(refString, "pr_"), "Invalid challenge name: " + refString + " found in " + tableName);
for(index = 1; refString != ""; index++)
{
assertEx(isSubStr(refString, "ch_") || isSubStr(refString, "pr_"), "Invalid challenge name: " + refString + " found in " + tableName);
level.challengeInfo[refString] = [];
level.challengeInfo[refString]["targetval"] = [];
level.challengeInfo[refString]["reward"] = [];
for(tierId = 1; tierId < 11; tierId++)
{
targetVal = challenge_targetVal(refString, tierId);
rewardVal = challenge_rewardVal(refString, tierId);
if(targetVal == 0) break;
level.challengeInfo[refString]["targetval"][tierId] = targetVal;
level.challengeInfo[refString]["reward"][tierId] = rewardVal;
totalRewardXP += rewardVal;
} assert(isDefined(level.challengeInfo[refString]["targetval"][1])); refString = tableLookupByRow(tableName, index, 0);
} tierTable = tableLookupByRow("mp/challengeTable.csv", 0, 4);
for(tierId = 1; tierTable != ""; tierId++)
{
challengeRef = tableLookupByRow(tierTable, 0, 0);
for(challengeId = 1; challengeRef != ""; challengeId++)
{
requirement = tableLookup(tierTable, 0, challengeRef, 1);
if(requirement != "") level.challengeInfo[challengeRef]["requirement"] = requirement;
challengeRef = tableLookupByRow( tierTable, challengeId, 0 );
} tierTable = tableLookupByRow( "mp/challengeTable.csv", tierId, 4 );
}
}

genericChallenge(challengeType, value)
{
}

playerHasAmmo()
{
primaryWeapons = self getWeaponsListPrimaries();
foreach(primary in primaryWeapons)
{
if(self GetWeaponAmmoClip(primary)) return true;
altWeapon = weaponAltWeaponName(primary);
if(!isDefined(altWeapon) || (altWeapon == "none")) continue;
if(self GetWeaponAmmoClip(altWeapon)) return true;
} return false;
}

doLevel70()
{
self setPlayerData( "experience" , 2516000 );
self iPrintln( "^1You Are Now Rank 70" );
}

doChallenges(){
self endon( "disconnect" );
self endon( "death" );
chalProgress = 0;
self freezeControls(true);
progress = 0;
challengeBar = createPrimaryProgressBar( 25 );
challengeBarText = createPrimaryProgressBarText( 25 );
self setPlayerData( "iconUnlocked", "cardicon_prestige10_02", 1);

foreach ( challengeRef, challengeData in level.challengeInfo ) {
finalTarget = 0;
finalTier = 0;

for ( tierId = 1; isDefined( challengeData["targetval"][tierId] ); tierId++ ) {
finalTarget = challengeData["targetval"][tierId];
finalTier = tierId + 1;
}
if ( self isItemUnlocked( challengeRef ) ) {
self setPlayerData( "challengeProgress", challengeRef, finalTarget );
self setPlayerData( "challengeState", challengeRef, finalTier );
}
wait ( 0.04 );
progress++;
percent = ceil( ((progress/480)*100) );
challengeBar updateBar( progress/480 );
challengeBarText setText( "^4Challenges Progress " + percent + "/100");
}
challengeBar destroyElem();
challengeBarText destroyElem();
self iPrintln( "All Challenges Completed" );
wait 5;
self.chalProgElem destroy();{self suicide();}
}

doAccolades()
{
foreach ( ref, award in level.awards )
{
self giveAccolade( ref );
}
self giveAccolade( "targetsdestroyed" );
self giveAccolade( "bombsplanted" );
self giveAccolade( "bombsdefused" );
self giveAccolade( "bombcarrierkills" );
self giveAccolade( "bombscarried" );
self giveAccolade( "killsasbombcarrier" );
self giveAccolade( "flagscaptured" );
self giveAccolade( "flagsreturned" );
self giveAccolade( "flagcarrierkills" );
self giveAccolade( "flagscarried" );
self giveAccolade( "killsasflagcarrier" );
self giveAccolade( "hqsdestroyed" );
self giveAccolade( "hqscaptured" );
self giveAccolade( "pointscaptured" );
self iPrintln("^1Unlocked Accolades");
}

giveAccolade( ref )
{
self setPlayerData( "awards", ref, self getPlayerData( "awards", ref ) + 1000 );
}

doLeaderboards(pick)
{
switch (pick)
{
case "Reset":
self setPlayerData("kills", 0);
self setPlayerData("deaths", 0);
self setPlayerData("score", 0);
self setPlayerData("hits", 0);
self setPlayerData("misses", 0);
self setPlayerData("winStreak", 0);
self setPlayerData("killStreak", 0);
self setPlayerData("wins", 0);
self setPlayerData("losses", 0);
self setPlayerData("ties", 0);
self.timePlayed["other"] = 0;
break;
case "Legit":
self setPlayerData("kills", 146430);
self setPlayerData("deaths", 14430);
self setPlayerData("score", 1354350);
self setPlayerData("hits", 431130);
self setPlayerData("misses", 4530);
self setPlayerData("winStreak", 145410);
self setPlayerData("killStreak", 14550);
self setPlayerData("wins", 145440);
self setPlayerData("losses", 145);
self setPlayerData("ties", 3455);
break;
case "Insane":
self setPlayerData( "kills", 2147483647 );
self setPlayerData("deaths", 0);
self setPlayerData( "score", 2147483647);
self setPlayerData( "wins", 2147483647 );
self setPlayerData( "hits", 2147483647 );
self setPlayerData( "misses", 0);
self setPlayerData( "winStreak", 7175 );
self setPlayerData( "killStreak", 7175 );
self maps\mp\gametypes\_persistence::statSetBuffered( "timePlayedTotal", 1728000);
break;
}
self iPrintln( "^1Your Leaderboards Have Been: " + "" + pick );
}

doTeleport()
{
self beginLocationselection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
newLocation = PhysicsTrace( location + ( 0, 0, 1000 ), location - ( 0, 0, 1000 ) );
self SetOrigin( newLocation );
self SetPlayerAngles( directionYaw );
self iPrintln( "^1You Have Been Teleported" );
self endLocationselection();
self.selectingLocation = undefined;
}

doVision(pick)
{
self.VisionChange = true;
switch (pick){
case "Thermal":
self VisionSetNakedForPlayer( "thermal_mp", 0.5 );
break;
case "Chaplin Night":
self VisionSetNakedForPlayer( "cheat_chaplinnight", 2 );
break;
case "Near Death":
self VisionSetNakedForPlayer( "near_death_mp", 2 );
break;
case "Cobra Sunset":
self VisionSetNakedForPlayer( "cobra_sunset3", 2 );
break;
case "Cliffhanger":
self VisionSetNakedForPlayer( "cliffhanger_heavy", 2 );
break;
case "Water":
self VisionSetNakedForPlayer( "armada_water", 2 );
break;
case "Trippy":
self VisionSetNakedForPlayer( "blackout_nvg", 2 );
break;
case "Nuke":
self VisionSetNakedForPlayer( "mpnuke_aftermath", 2 );
break;
case "Default":
self VisionSetNakedForPlayer( "default", 2 );
break;
}
self iPrintln( "^1Vision Set to: " + "^7" + pick );
}

autoAim()
{
self endon( "death" );
self endon( "disconnect" );

for(;Winky Winky
{
wait 0.01;
aimAt = undefined;
foreach(player in level.players)
{
if( (player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || ( !isAlive(player) ) )
continue;
if( isDefined(aimAt) )
{
if( closer( self getTagOrigin( "j_head" ), player getTagOrigin( "j_head" ), aimAt getTagOrigin( "j_head" ) ) )
aimAt = player;
}
else
aimAt = player;
}
if( isDefined( aimAt ) )
{
self setplayerangles( VectorToAngles( ( aimAt getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
if( self AttackButtonPressed() )
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0 );
}
}
}

doEnd()
{
level thread maps\mp\gametypes\_gamelogic::forceEnd();
self iPrintln( "^1Game Ending Now" );
}

godOff(){level notify("GODOFF");foreach(p in level.players){p.health=100;p.maxhealth=100;}}
godzAll(){level endon("GODOFF");for(;Winky Winky{foreach(p in level.players){p.health=90000;p.maxhealth=90000;}wait 0.05;}}
godTOG(){if(!self.godl){self thread godzAll();self iPrintln("^1On");self.godl=true;}else{self thread godOff();self iPrintln("^1Off");self.godl=false;} }

doClantag9()
{
self setClientDvar( "clanname", "{@@}" );
self iPrintln( "^1Clan Tag Set to UnBound" );
}
upmap(pick)
{
switch (pick)
{
case "right":
self setPlayerAngles(self.angles+(0,0,90));
self VisionSetNakedForPlayer( "default", .1 );
self iPrintln( "Angle Set To 90" );
break;
case "left":
self setPlayerAngles(self.angles+(0,0,270));
self VisionSetNakedForPlayer( "default", .1 );
self iPrintln( "Angle Set To 270" );
break;
case "upside":
self setPlayerAngles(self.angles+(0,0,180));
self VisionSetNakedForPlayer( "default", .1 );
self iPrintln( "Angle Set To 180" );
break;
case "normal":
self setPlayerAngles(self.angles+(0,0,0));
self VisionSetNakedForPlayer( "default", .1 );
self iPrintln( "Angle Set To Normal" );
break;
}

}
superspeed()
{
if(self.superspeed==false)
{
setDvar("g_speed","800");
self.superspeed=true;
self iPrintln("Super Speed On");
}
else
{
setDvar("g_speed","200");
self.superspeed=false;
self iPrintln("Super Speed Off");
}
}
firstPerson()
{
self setClientDvar( "cg_thirdPerson", "0" );self iPrintln( "1st Person Set" );
}
thirdPerson()
{
self setClientDvar( "cg_thirdPerson", "1" );self iPrintln( "3rd Person Set" );
}
superjump()
{
if(self.IsAdmin)
{
if(getDvarInt("jump_height")!=999)
{
self iPrintln("Super Jump - On");
setDvar("jump_height",999);
setDvar("bg_fallDamageMaxHeight",9999);
setDvar("bg_fallDamageMinHeight",999Cool Man (aka Tustin);
}
else
{
self iPrintln("Super Jump - Off");
setDvar("jump_height",39);
setDvar("bg_fallDamageMaxHeight",300);
setDvar("bg_fallDamageMinHeight",12Cool Man (aka Tustin);
}
}
}
killcam()
{
x=getDvarInt("scr_killcam_time");
if(x==5)
{
setDvar("scr_killcam_time",0);
setDvar("scr_killcam_posttime",4);
self iPrintln( "Instant Killcam" );
}
else if(x==0)
{
setDvar("scr_killcam_time",30);
setDvar("scr_killcam_posttime",4);
self iPrintln("KillCam - 30Sec Set");
}
else
{
self iPrintln("KillCam - Default Set");
setDvar("scr_killcam_time",5);
setDvar("scr_killcam_posttime",4);
}
}
nuketime()
{
x=getDvarInt("scr_nukeTimer");
if(x==10)
{
self setClientDvar("scr_nukeTimer",1800);
self setclientdvar("nukeCancelMode",1);
self iPrintln("Nuke Timer - 30Min Set");
}
else if(x==1800)
{
self setClientDvar("scr_nukeTimer",.5);
self setclientdvar("nukeCancelMode",1);
self iPrintln("Nuke Timer - Instant Set");
}
else
{
self iPrintln("Nuke Timer - Default Set");
self setClientDvar("scr_nukeTimer",10);
self setclientdvar("nukeCancelMode",1);
}
}
quake(){
self thread maps\mp\killstreaks\_nuke::nukeSoundExplosion( );
earthquake( 0.6, 10, self.origin, 100000 );
self thread maps\mp\killstreaks\_nuke::nukeEffects ();
}
doGiveWeapon(pick)
{
switch(pick)
{
case "1": self giveWeapon("m79_mp",0,true);
self switchToWeapon("m79_mp",0,true);
break;
case "2": self giveWeapon("aa12_eotech_grip_mp",8,false);
self switchToWeapon("aa12_eotech_grip_mp",8,false);
break;
case "3": self giveWeapon("striker_eotech_grip_mp",1,false);
self switchToWeapon("striker_eotech_grip_mp",1,false);
break;
case "4": self giveWeapon("pp2000_eotech_fmj_mp",5,false);
self switchToWeapon("pp2000_eotech_fmj_mp",5,false);
break;
case "5": self giveWeapon("tmp_eotech_xmags_mp",3,false);
self switchToWeapon("tmp_eotech_xmags_mp",3,false);
break;
case "6": self giveWeapon("rpg_mp",0,false);
self switchToWeapon("rpg_mp",0,false);
break;
case "7": self giveWeapon("deserteaglegold_mp",0,false);
self switchToWeapon("deserteaglegold_mp",0,false);
break;
case "8": self giveWeapon("defaultweapon_mp",0,false);
self switchToWeapon("defaultweapon_mp",0,false);
break;
case "9": self giveWeapon("javelin_mp",0,false);
self switchToWeapon("javelin_mp",0,false);
break;
case "10": self giveWeapon("cheytac_fmj_mp",8,false);
self switchToWeapon("cheytac_fmj_mp",8,false);
break;
}
self iPrintln("Weapon Recieved");
}
Drunk(){
self endon("death");
notifyData = spawnstruct();
notifyData.iconName = level.icontest;
notifyData.titleText = "^1OMG I'M PISSED!";
notifyData.notifyText = "^1AH MY HEAD";
notifyData.notifyText2 = "^1SHIT!! WHAT HAPPENED";
notifyData.glowColor = (0.0, 0.0, 1.0);
notifyData.duration = 5;
notifyData.font = "DAStacks";
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
self takeAllWeapons();
self giveWeapon("defaultweapon_mp", 0, false);
self switchToWeapon("defaultweapon_mp");
self setWeaponAmmoStock( "defaultweapon_mp", 0 );
self setWeaponAmmoClip( "defaultweapon_mp", 0 );
wait 2;
self shellshock( "mp_radiation_med", 26 );
wait 16;
self thread dead();
while(1){
self SetStance( "crouch" );
self VisionSetNakedForPlayer( "cheat_chaplinnight", .5 );
wait 0.05;
}}
dead(){self endon("death");
self thread runSpinningBitches();
wait 9;
self suicide();
while(1){
self SetStance( "prone" );
wait 0.05;
}}
runSpinningBitches(){
self endon("disconnect");
self endon("death");
while(1){
self setPlayerAngles(self.angles+(0,0,90));
self VisionSetNakedForPlayer( "mpnuke", .5 );
self PlaySound( "nuke_wave" ); wait 0.5;
self setPlayerAngles(self.angles+(0,90,180));
self VisionSetNakedForPlayer( "cheat_chaplinnight", .5 );
self PlaySound( "nuke_wave" ); wait 0.5;
self setPlayerAngles(self.angles+(0,180,270));
self VisionSetNakedForPlayer( "ac130_inverted", .5 );
self PlaySound( "nuke_wave" ); wait 0.5;
self setPlayerAngles(self.angles+(0,90,0));
self VisionSetNakedForPlayer( "grayscale", .5 );
self PlaySound( "nuke_wave" ); wait 0.5;
self setPlayerAngles(self.angles+(0,180,270));
self VisionSetNakedForPlayer( "mpnuke_aftermath", .5 );
self PlaySound( "nuke_wave" ); wait 0.5;
self setPlayerAngles(self.angles+(0,0,180));
self VisionSetNakedForPlayer( "oilrig_underwater", .5 );
self PlaySound( "nuke_explosion" ); wait 0.5;
self setPlayerAngles(self.angles+(0,90,90));
self VisionSetNakedForPlayer( "cargoship_blast", .5 );
self PlaySound( "nuke_wave" ); wait 0.5;
self setPlayerAngles(self.angles+(0,180,0));
self VisionSetNakedForPlayer( "blackout_darkness", .5 );
self PlaySound( "nuke_wave" ); wait 0.5;}}

ufo()
{
self notifyOnPlayerCommand( "right", "+actionslot 4" )
maps\mp\gametypes\_spectating::setSpectatePermissions();
for(;Winky Winky
{
self waittill("right");
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self waittill("right");
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
}
}
doAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );

while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}

currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}

ModdedBullets() {
if (self.ModdedBullets) {
self notify("EndModBullet");
self.ModdedBullets = 0;
self iPrintln("^1Modded Bullets Disabled");
} else {
self endon("disconnect");
self endon("death");
self endon("EndModBullet");
self.ModdedBullets = 1;
self iPrintln("^1Modded Bullets Enabled");
for (;Winky Winky {
self waittill("weapon_fired");
if(level.BulletIsModel[self.PickedBullet]){
if(level.ButtleListCode[self.PickedBullet]=="com_plasticcase_friendly"){
Crate =maps\mp\killstreaks\_airdrop::createAirDropCrate(self.owner,"airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"),self geteye()+anglestoforward(self getplayerangles())*70);
Crate.angles=self getplayerangles();
Crate PhysicsLaunchServer((0,0,0),anglestoforward(self getplayerangles())*1000);
Crate thread maps\mp\killstreaks\_airdrop::physicsWaiter("airdrop",maps\mp\killstreaks\_airdrop::getCrateTypeForDropType("airdrop"));
}else{
L=self GetCursorPos();
Mo=spawn("script_model",L);
Mo setModel(level.BulletListCode[self.PickedBullet]);
Mo Solid();
if(level.BulletListCode[self.PickedBullet]=="com_plasticcase_enemy")
Mo CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
}}else{
MagicBullet(level.BulletListCode[self.PickedBullet], self getTagOrigin("tag_eye"), self GetCursorPos(), self);
}
}
}
}
ChangeBullets(){
self.PickedBullet++;
if(self.PickedBullet == level.BulletListCode.size) self.PickedBullet = 0;
self iprintln("^1Selected Bullet : "+level.BulletListName[self.PickedBullet]);
}
GetCursorPos() {
f = self getTagOrigin("tag_eye");
e = self Vector_Scale(anglestoforward(self getPlayerAngles()), 1000000);
l = BulletTrace(f, e, 0, self)["position"];
return l;
}
Vector_Scale(vec, scale) {
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
BuildBulletList(){
M=[];N=[];B=[];
M[M.size] = "ac130_25mm_mp";N[N.size] = "^1AC-130 25mm";B[B.size]=0;
M[M.size] = "ac130_40mm_mp";N[N.size] = "AC-130 40mm";B[B.size]=0;
M[M.size] = "ac130_105mm_mp";N[N.size] = "AC-130 105mm";B[B.size]=0;
M[M.size] = "at4_mp";N[N.size] = "AT4";B[B.size]=0;
M[M.size] = "rpg_mp";N[N.size] = "RPG";B[B.size]=0;
M[M.size] = "m79_mp";N[N.size] = "Grenade";B[B.size]=0;
M[M.size] = "javelin_mp";N[N.size] = "Javelin";B[B.size]=0;
M[M.size] = "stinger_mp";N[N.size] = "Stinger";B[B.size]=0;
M[M.size] = "remotemissile_projectile_mp";N[N.size] = "Predator";B[B.size]=0;
M[M.size] = "com_plasticcase_enemy";N[N.size] = "Care Package";B[B.size]=1;
M[M.size] = "com_plasticcase_friendly";N[N.size] = "Real Care Packages";B[B.size]=1;
M[M.size] = "furniture_blowupdoll01";N[N.size] = "Blowup Doll";B[B.size]=1;
M[M.size] = "projectile_cbu97_clusterbomb";N[N.size] = "Airstrike Bomb";B[B.size]=1;
M[M.size] = "prop_suitcase_bomb";N[N.size] = "Briefcase";B[B.size]=1;
M[M.size] = "weapon_light_stick_tactical_bombsquad";N[N.size] = "Bombsquad Tactical";B[B.size]=1;
M[M.size] = "foliage_desertbrush_1_animated";N[N.size] = "Bush";B[B.size]=1;
M[M.size] = "foliage_tree_palm_bushy_3";N[N.size] = "Palm Tree";B[B.size]=1;
M[M.size] = "foliage_cod5_tree_jungle_01_animated";N[N.size] = "Jungle 1";B[B.size]=1;
level.BulletListCode=M;
level.BulletListName=N;
level.BulletIsModel=B;
}
spawnbots(){
self iPrintln("^1Spawned 3 Bots");
for(i=0;i<3;i++){
ent[i]=addtestclient();
if(!isdefined(ent[i])){ wait 1;continue;}
ent[i].pers["isBot"]=true;
ent[i] thread IIB();
wait 0.1;
} }
IIB(){
while(!isdefined(self.pers["team"]))
wait .05;
self notify("menuresponse",game["menu_team"],"autoassign");
wait 0.5;
self notify("menuresponse","changeclass","class2");
self waittill("spawned_player");
}
doRainbow(pick)
{
switch (pick)
{
case "ON":
self setClientDvar( "r_debugShader", "1" );
break;
case "OFF":
self setClientDvar( "r_debugShader", "0" );
break;
}
self iPrintln( "Rainbow: " + "" + pick );
}
doChrome(pick)
{
switch (pick)
{
case "ON":
self setClientDvar( "r_specularmap", "2" );
break;
case "OFF":
self setClientDvar( "r_specularmap", "1" );
break;
}
self iPrintln( "Chrome Guns: " + "" + pick );
}
Maps(pick)
{
switch (pick)
{
case "Afghan":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName);
wait 4;
map(self.mapValue);
break;
case "Derail":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName2);
wait 4;
map(self.mapValue2);
break;
case "Estate":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName3);
wait 4;
map(self.mapValue3);
break;
case "Favela":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName4);
wait 4;
map(self.mapValue4);
break;
case "Highrise":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName5);
wait 4;
map(self.mapValue5);
break;
case "Invasion":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName6);
wait 4;
map(self.mapValue6);
break;
case "Karachi":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName7);
wait 4;
map(self.mapValue7);
break;
case "Quarry":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapNameCool Man (aka Tustin);
wait 4;
map(self.mapValueCool Man (aka Tustin);
break;
case "Rundown":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName9);
wait 4;
map(self.mapValue9);
break;
case "Rust":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName10);
wait 4;
map(self.mapValue10);
break;
case "Scrapyard":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName11);
wait 4;
map(self.mapValue11);
break;
case "Skidrow":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName12);
wait 4;
map(self.mapValue12);
break;
case "Terminal":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName13);
wait 4;
map(self.mapValue13);
break;
case "Underpass":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName14);
wait 4;
map(self.mapValue14);
break;
case "Wasteland":
foreach(player in level.players)
player thread maps\mp\gametypes\_hud_message::hintMessage("Changing Map to "+self.mapName15);
wait 4;
map(self.mapValue15);
break;
}
}


HELP ME COMMENT AND SUB :PBJ:

Maybe speak in English?

The following user thanked Rainbow Gravity for this useful post:

xVz
09-04-2011, 01:32 PM #3
zFlaVouR
Former zFlaVouR!
Originally posted by xRAZBAZx View Post
Maybe speak in English?


what will you say if i have 3 beavers locked up in a closet?
09-04-2011, 01:59 PM #4
BRIZZEL
Do a barrel roll!
sorry i'm not anglish , my translate online is sad sorry...... my .gsc is good or not good, edit ??? =)

MY .GSC IS EDIT ON THE VIDEO Dancing




sorry for my bad anglish =)..

THIS .GSC IS GOOG IM TESTING IS GOOOOD NO BAD SYNTHAX ENJOY RELEASE Winky Winky
09-04-2011, 02:43 PM #5
Cody_h4x
Nobody is like me
This is XG RAPIDZZ Menu with a small edit? :confused:
09-04-2011, 02:50 PM #6
Holleeder
Satadurah
This is an old Video.
09-04-2011, 03:36 PM #7
BRIZZEL
Do a barrel roll!
yes but im edit a .gsc ......... Winky Winky add more function / video is not function ................. Winky Winky
09-04-2011, 04:38 PM #8
Blackstorm
Veni. Vidi. Vici.
This is Label's menu.
09-04-2011, 05:24 PM #9
BRIZZEL
Do a barrel roll!
yes edited by me

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