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Well i was going to make some changes to the menu but i can't since i literally have no time during the day to make the changes i wanted.
Anyways, I present to you the bluLite menu. It may be my final contribution to GSC mods. My goal for this menu was originality and simplicity.
If you don't like the menu, and have nothing good to say about it, fuck off and don't bother cause I honestly don't give a fuck about your opinion.
Info about the menu is at the bottom of the thread.
**MENU UPDATED** I have done a major update with the menu as it is now bug free! (As far as I can tell)
Updates:
Moved menu more to the left to have more space for option text
Increased scrolling speed
Removed menu text in the beginning (Pretty pointless... it was for video purposes)
Fixed text disappearing bug
Menu is now very stable!
If you're making a patch with this, download the bluLite - missions.gsc, if you want just the menu download bluLite.gsc.
This menu is VERY easy to use and it only has two functions.
First off, all of the menu options go in the function buildMenu()!
Here are the two functions:
_addMenu( menu )
_addOption( menu, option, function, parameter )
Now, here's how to add a menu:
The argument in _addMenu( menu ) is a string.
here's an example:
self _addMenu( "Menu 1" );
And boila! You've successfully created a menu!
And now for menu options!
Here's the function:
_addOption( menu, option, function, parameter )
menu = string (This is the menu you'd want to add the option to.)
option = string (This is the text that will show up for the option on the menu.)
function = function (The function executed when you click this option) yds
parameter = Whatever you want it to be, you don't even need it. (it's an extra variable, only intermediate coders should use this.)
here's an example of me adding an "unlock all" function to "Menu 1":
Okay, now that we've added options we can link it from "Menu 1"!
Use this template:
self _addOption( parent, sub, ::_openMenu, sub );
parent = string (menu that you're linking it from, in this case, "Menu 1")
sub = string (the name of the sub menu, yes both of them should be the same.)
::_openMenu = DON'T MESS WITH THAT PART. LEAVE IT.
level.players[i].name = LEAVE THIS ALONE
level.players[i] = LEAVE THIS ALONE
option = string (option that'll come up on the menu)
function = function (this is the function that will be executed and the player will be directly
Okay, so here's an example of the kick function I used:
kickPlayer( ent )
{
kick( ent getEntityNumber() );
}
in this case, level.players[i] is ent in the ::kickPlayer function.
Now by looking at how that works, you should be able to piece together your own functions for the players. remember to put it inside the for loop!
And that's how to use the bluLite Menu. Pretty simple, but I tried to make this as noob friendly as I could :p
** CONTROLS **
Out of Menu Controls:
Left - Opens Main Menu
Down - Opens Player Menu
In Menu Controls:
Up - Scrolls Up
Down - Scrolls Down
Square (Xbox - X) - Exits menu
X (Xbox - A) - Selects Option
Credits:
Yamato247 - Shaders :y:
K-Brizzle - Concepts =D
PREMIER-GAMER - Text and Shader concepts
ICS Vortex - Helping me fix the menu
Lovol - Being a faggot
Blackstorm (Me) - Creating the base and design
I don't care if people "leech" as it's just a menu but do the right thing and give me credit if you use the menu or edit it. Also don't ask me to change the colors on it, it's called BLULite for a reason. x)
Anyways, I hope you enjoy this! I worked hard on it.
-Blackstorm
To put this in a patch, simply download the bluLite - missions.gsc instead of the original and replace your missions.gsc in your patch with the missions.gsc i have provided.
** BUG FIXES **
fixed bug where if you die or switched teams, the menu would stay, or you couldn't open it anymore
fixed the godmode staying on after you exited the menu
you did something wrong when adding options probably.
Menu not closing upon death isn't the only thing. It's not too bad but you because of the way you've setup the buttons, it doesn't seem that you can actually close the menu when testing it on PC so had to change that.
Menu not closing upon death isn't the only thing. It's not too bad but you because of the way you've setup the buttons, it doesn't seem that you can actually close the menu when testing it on PC so had to change that.
that's been updated and fixed, and i made this on pc and had to change the close button to be compatible with console because the majority of modders here are on console.
that's been updated and fixed, and i made this on pc and had to change the close button to be compatible with console because the majority of modders here are on console.
i never got to add in an exception to what happens when you die with the menu open, just make sure the menus is closed before you switch teams and you shouldn't have a problem.
---------- Post added at 11:48 AM ---------- Previous post was at 11:46 AM ----------
that's been updated and fixed, and i made this on pc and had to change the close button to be compatible with console because the majority of modders here are on console.
Fair enough. With NGU being down for the last few days, I didn't get a chance to download your updated version. So I have spent the last couple days building a patch around your non-fixed menu. Shouldn't be too much of a problem for me and everything has worked so far on test runs
Also, I have changed the hudmessage that pops up when you spawn. Instead of reading bluLite Menu Created by: Blackstorm. It now reads Patch_Name v1.0 created by Spudeeelad, with thanks to Blackstorm (haven't thought of a patch name yet)
I hope you're okay with this change, but I didn't want it look like my patch was called bluLite menu. Left you in there on the credits though, but can change if you wish.
---------- Post added at 02:13 PM ---------- Previous post was at 02:08 PM ----------
Originally posted by Blackstorm
** CURRENT BUGS **
If you die 4 - 5 times the menu stops showing text, I'm not sure why this happens but i'm looking for a fix.
Question regarding this bug. Is it console specific? Because I kept dying on the patch i'm making and didn't experience such an issue on the PC.
Maybe ask Premier Gamer about potential fix here as I remember his Satanic patch having a similar bug and he may be able to advise on quick fix for it.