Post: Padlock Mod!
10-16-2012, 11:55 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); This is something I have been thinking about but never made. Well I finally came around to it today (bored). Took about 2 hours, super stable, and only uses 3 setTexts! It's really easy to use as long as you have buttonHandling, and createRectangle. This is built within 1 function, and no entity dependent variables. I might make changes as well. Enjoy!!!



To Call It:
Either do this or an if statement. After they OK or CLOSE it will return true/false
    
padlock = self padlock();


Here's the script:
    
padlock()
{
self endon("death");

//enter passcode here
passcode = "1337";
//passcode = getDvar( "g_passcode" );

//data
i = 1;
val = "";
rows_max = 4;
colm_max = 3;
totl_max = rows_max * colm_max;
buttons = [];
items[1] = "OK";
items[2] = "CANCEL";
items[3] = "<--";

//fill data
input = self createFontString( "default", 1.8 );
input.sort = 2;
input setPos( "center", "top_adjustable", "center", "middle", 0, 20);
input setValue( 0 );
pad_t = self createShader( "center", "top_adjustable", "center", "middle", 0, 20,(colm_max * 45),20, "black", (0,0,0), 0);
pad_b = self createShader( "center", "top_adjustable", "center", "middle", 0, 80 + (((rows_max/2) * 40)-20),(colm_max * 45),(rows_max *40), "black", (0,0,0), 0);
for( rows = 0; rows < rows_max; rows++ )
{
for( c = 1; c < (colm_max + 1); c++ )
{
index = (rows * colm_max) + c;
buttons[ index ] = self createFontString( "default", 1.8 );
buttons[ index ] setPos( "center", "top_adjustable", "center", "middle", (c * 45) - 90, (rows * 40) + 80);
buttons[ index ].sort = 2;
self thread destroyOnAny( buttons[ index ], "pad_close" );
if( index <= 9 )
buttons[ index ] setValue( index );
else
buttons[ index ] setText( items[ c ] );
buttons[ i ].color = (0,1,0);
}
}

self thread destroyOnAny( input, "pad_close" );
self thread destroyOnAny( pad_t, "pad_close" );
self thread destroyOnAny( pad_b, "pad_close" );

//use data
for(;Winky Winky
{
self waittill("buttonPress", button);
if( button == "Right" )
{
i++;
if(i > totl_max)
i = 1;
}
else if( button == "Left" )
{
i--;
if(i < 1)
i = totl_max;
}
else if( button == "Up" )
{
temp = i - colm_max;
if(temp < 1)
i = totl_max + temp;
else
i -= colm_max;
}
else if( button == "Down" )
{
temp = i + colm_max;
if(temp > totl_max)
i = temp - totl_max;
else
i += colm_max;
}
for( a = 1; a < (totl_max+1); a++)
buttons[ a ].color = (1,1,1);
buttons[ i ].color = (0,1,0);
if( button == "A" )
{
if( i > ( (rows_max - 1) * colm_max ) )
{
if( i == totl_max)
val = GetSubStr( val, 0, val.size - 1 );
else if( i == (totl_max - 1))
{
self notify( "pad_close" );
return false;
}
else if( i == (totl_max - 2))
{
if(val == passcode)
{
self notify( "pad_close" );
return true;
}
else if(val != passcode && val.size == passcode.size)
self iPrintLn( "Wrong Passcode" );
else if(val != passcode && val.size < passcode.size)
self iPrintLn( "Entered Code is too Short!" );
}
}
else
{
if( val.size < passcode.size )
val += i;
}
input setValue( int(val) );
}
}
}


Here are some extra functions if you don't already have them (USE THESE IF BLANK PATCH):

    
destroyOnAny( elem, a )
{
self waittill_any( "death", a );
elem destroy();
elem delete();
}

setPos( a, b, c, d, e, f )
{
self.horzAlign = a;
self.vertAlign = b;
self.alignX = c;
self.alignY = d;
self.x = e;
self.y = f;
}

createShader(a, b, c, d, x, y, width, height, elem, colour, sort)
{
shader = newClientHudElem(self);
shader.horzAlign = a;
shader.vertAlgin = b;
shader.alignX = c;
shader.alignY = d;
shader.x = x;
shader.y = y;
shader.sort = sort;
shader.alpha = 1;
shader.color = colour;
shader setShader(elem, width, height);
return shader;
}

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

buttons = "Up|+actionslot 1,Down|+actionslot 2,Left|+actionslot 3,Right|+actionslot 4,X|+usereload,B|+melee,Y|weapnext,A|+gostand,LS|+breath_sprint,RS|+stance,LB|+smoke,RB|+frag";
buttonArray = strTok( buttons, "," );
foreach ( button in buttonArray )
{
array = strTok( button, "|" );
self notifyOnPlayerCommand( array[0], array[1] );
}
for(;Winky Winky
{
ent = spawnstruct();
foreach ( button in buttonArray )
{
array = strTok( button, "|" );
self thread waittill_string( array[0], ent );
}
ent waittill( "returned", result );
ent notify( "die" );
self notify( "buttonPress", result );
// combo section
if( isDefined(self.inMenu) && !self.inMenu ) continue; // or if in a menu
if( getTime() - self.buttonTime[self.buttonTime.size-1] > 2000 ) // 2 secs since last press == too slow :]
{
self.buttonList = [];
self.buttonTime = [];
}
self.buttonList[self.buttonList.size] = result;
self.buttonTime[self.buttonTime.size] = getTime();
for( b = 0; b < self.buttonList.size; b++ )
{
combo = "";
for ( c = b; c < self.buttonList.size; c++ ) combo += self.buttonList[c] + ",";
combo = getSubStr( combo, 0, combo.size-1 );
keys = getArrayKeys( level.combos );
foreach ( key in keys )
{
if( key == combo )
{
self thread [[level.combos[key]]]();
self.buttonList = [];
self.buttonTime = [];
break;
}
}
}
}
}




If you continue to have trouble here is my entire GSC:

    
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
level thread connected();
}

connected()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread spawned();
}
}

spawned()
{
self endon("disconnect");

for(;Winky Winky
{
self waittill("spawned_player");
self thread buttonHandler();
if(self padlock())
self iPrintLnBold( "Verified" );
else
self iPrintLnBold( "No fawk u" );
}
}

padlock()
{
self endon("death");

//enter passcode here
passcode = "1337";
//passcode = getDvar( "g_passcode" );

//data
i = 1;
val = "";
rows_max = 4;
colm_max = 3;
totl_max = rows_max * colm_max;
buttons = [];
items[1] = "OK";
items[2] = "CANCEL";
items[3] = "<--";

//fill data
input = self createFontString( "default", 1.8 );
input.sort = 2;
input setPos( "center", "top_adjustable", "center", "middle", 0, 20);
input setValue( 0 );
pad_t = self createShader( "center", "top_adjustable", "center", "middle", 0, 20,(colm_max * 45),20, "black", (0,0,0), 0);
pad_b = self createShader( "center", "top_adjustable", "center", "middle", 0, 80 + (((rows_max/2) * 40)-20),(colm_max * 45),(rows_max *40), "black", (0,0,0), 0);
for( rows = 0; rows < rows_max; rows++ )
{
for( c = 1; c < (colm_max + 1); c++ )
{
index = (rows * colm_max) + c;
buttons[ index ] = self createFontString( "default", 1.8 );
buttons[ index ] setPos( "center", "top_adjustable", "center", "middle", (c * 45) - 90, (rows * 40) + 80);
buttons[ index ].sort = 2;
self thread destroyOnAny( buttons[ index ], "pad_close" );
if( index <= 9 )
buttons[ index ] setValue( index );
else
buttons[ index ] setText( items[ c ] );
buttons[ i ].color = (0,1,0);
}
}

self thread destroyOnAny( input, "pad_close" );
self thread destroyOnAny( pad_t, "pad_close" );
self thread destroyOnAny( pad_b, "pad_close" );

//use data
for(;Winky Winky
{
self waittill("buttonPress", button);
if( button == "Right" )
{
i++;
if(i > totl_max)
i = 1;
}
else if( button == "Left" )
{
i--;
if(i < 1)
i = totl_max;
}
else if( button == "Up" )
{
temp = i - colm_max;
if(temp < 1)
i = totl_max + temp;
else
i -= colm_max;
}
else if( button == "Down" )
{
temp = i + colm_max;
if(temp > totl_max)
i = temp - totl_max;
else
i += colm_max;
}
for( a = 1; a < (totl_max+1); a++)
buttons[ a ].color = (1,1,1);
buttons[ i ].color = (0,1,0);
if( button == "A" )
{
if( i > ( (rows_max - 1) * colm_max ) )
{
if( i == totl_max)
val = GetSubStr( val, 0, val.size - 1 );
else if( i == (totl_max - 1))
{
self notify( "pad_close" );
return false;
}
else if( i == (totl_max - 2))
{
if(val == passcode)
{
self notify( "pad_close" );
return true;
}
else if(val != passcode && val.size == passcode.size)
self iPrintLn( "Wrong Passcode" );
else if(val != passcode && val.size < passcode.size)
self iPrintLn( "Entered Code is too Short!" );
}
}
else
{
if( val.size < passcode.size )
val += i;
}
input setValue( int(val) );
}
}
}

destroyOnAny( elem, a )
{
self waittill_any( "death", a );
elem destroy();
elem delete();
}

setPos( a, b, c, d, e, f )
{
self.horzAlign = a;
self.vertAlign = b;
self.alignX = c;
self.alignY = d;
self.x = e;
self.y = f;
}

createShader(a, b, c, d, x, y, width, height, elem, colour, sort)
{
shader = newClientHudElem(self);
shader.horzAlign = a;
shader.vertAlgin = b;
shader.alignX = c;
shader.alignY = d;
shader.x = x;
shader.y = y;
shader.sort = sort;
shader.alpha = 1;
shader.color = colour;
shader setShader(elem, width, height);
return shader;
}

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

buttons = "Up|+actionslot 1,Down|+actionslot 2,Left|+actionslot 3,Right|+actionslot 4,X|+usereload,B|+melee,Y|weapnext,A|+gostand,LS|+breath_sprint,RS|+stance,LB|+smoke,RB|+frag";
buttonArray = strTok( buttons, "," );
foreach ( button in buttonArray )
{
array = strTok( button, "|" );
self notifyOnPlayerCommand( array[0], array[1] );
}
for(;Winky Winky
{
ent = spawnstruct();
foreach ( button in buttonArray )
{
array = strTok( button, "|" );
self thread waittill_string( array[0], ent );
}
ent waittill( "returned", result );
ent notify( "die" );
self notify( "buttonPress", result );
// combo section
if( isDefined(self.inMenu) && !self.inMenu ) continue; // or if in a menu
if( getTime() - self.buttonTime[self.buttonTime.size-1] > 2000 ) // 2 secs since last press == too slow :]
{
self.buttonList = [];
self.buttonTime = [];
}
self.buttonList[self.buttonList.size] = result;
self.buttonTime[self.buttonTime.size] = getTime();
for( b = 0; b < self.buttonList.size; b++ )
{
combo = "";
for ( c = b; c < self.buttonList.size; c++ ) combo += self.buttonList[c] + ",";
combo = getSubStr( combo, 0, combo.size-1 );
keys = getArrayKeys( level.combos );
foreach ( key in keys )
{
if( key == combo )
{
self thread [[level.combos[key]]]();
self.buttonList = [];
self.buttonTime = [];
break;
}
}
}
}
}

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The following 23 users say thank you to Jakes625 for this useful post:

AgentSexyPig, Blackstorm, BlurzGoHard, CirxGFX, CrEaTiiOn_BuRn, CrEaTiiOnUNREAL, eddine67, forflah123, homeedog, KCxFTW, Kitty=^.^=, LightModz, JokerRey, Maty360414, OmGRhys-x, ICS Vortex, Tipton_Modz, Uk_ViiPeR, UnboundUser, Vanz, VelocityModsHD, xePixTvx, xKrazeGods
10-17-2012, 05:16 PM #11
as always awesome work
10-17-2012, 06:56 PM #12
ByteSource
League Champion
Originally posted by GAMER View Post
This is something I have been thinking about but never made. Well I finally came around to it today (bored). Took about 2 hours, super stable, and only uses 3 setTexts! It's really easy to use as long as you have buttonHandling, and createRectangle. This is built within 1 function, and no entity dependent variables. Here is just a preview. I might make changes as well. Enjoy!!!




Um WHat Can I Use This With SO Like A Verification COde For Example

Vip
1234
admin
2325
Host
13325

Ya That Would Be SMart
10-17-2012, 08:41 PM #13
Originally posted by iBe
Um WHat Can I Use This With SO Like A Verification COde For Example

Vip
1234
admin
2325
Host
13325

Ya That Would Be SMart


yeah you can if you would like. You can do w/e

The following user thanked Jakes625 for this useful post:

ByteSource
10-17-2012, 10:38 PM #14
LightModz
League Champion
Originally posted by GAMER View Post
This is something I have been thinking about but never made. Well I finally came around to it today (bored). Took about 2 hours, super stable, and only uses 3 setTexts! It's really easy to use as long as you have buttonHandling, and createRectangle. This is built within 1 function, and no entity dependent variables. I might make changes as well. Enjoy!!!



To Call It:
Either do this or an if statement. After they OK or CLOSE it will return true/false
    
padlock = self padlock();


Here's the script:
    
padlock()
{
self endon("death");

//enter passcode here
passcode = "1337";
//passcode = getDvar( "g_passcode" );

//data
i = 1;
val = "";
rows_max = 4;
colm_max = 3;
totl_max = rows_max * colm_max;
buttons = [];
items[1] = "OK";
items[2] = "CANCEL";
items[3] = "<--";

//fill data
input = self createFontString( "default", 1.8 );
input.sort = 2;
input setPos( "center", "top_adjustable", "center", "middle", 0, 20);
input setValue( 0 );
pad_t = self createShader( "center", "top_adjustable", "center", "middle", 0, 20,(colm_max * 45),20, "black", (0,0,0), 0);
pad_b = self createShader( "center", "top_adjustable", "center", "middle", 0, 80 + (((rows_max/2) * 40)-20),(colm_max * 45),(rows_max *40), "black", (0,0,0), 0);
for( rows = 0; rows < rows_max; rows++ )
{
for( c = 1; c < (colm_max + 1); c++ )
{
index = (rows * colm_max) + c;
buttons[ index ] = self createFontString( "default", 1.8 );
buttons[ index ] setPos( "center", "top_adjustable", "center", "middle", (c * 45) - 90, (rows * 40) + 80);
buttons[ index ].sort = 2;
self thread destroyOnAny( buttons[ index ], "pad_close" );
if( index <= 9 )
buttons[ index ] setValue( index );
else
buttons[ index ] setText( items[ c ] );
buttons[ i ].color = (0,1,0);
}
}

self thread destroyOnAny( input, "pad_close" );
self thread destroyOnAny( pad_t, "pad_close" );
self thread destroyOnAny( pad_b, "pad_close" );

//use data
for(;Winky Winky
{
self waittill("buttonPress", button);
if( button == "Right" )
{
i++;
if(i > totl_max)
i = 1;
}
else if( button == "Left" )
{
i--;
if(i < 1)
i = totl_max;
}
else if( button == "Up" )
{
temp = i - colm_max;
if(temp < 1)
i = totl_max + temp;
else
i -= colm_max;
}
else if( button == "Down" )
{
temp = i + colm_max;
if(temp > totl_max)
i = temp - totl_max;
else
i += colm_max;
}
for( a = 1; a < (totl_max+1); a++)
buttons[ a ].color = (1,1,1);
buttons[ i ].color = (0,1,0);
if( button == "A" )
{
if( i > ( (rows_max - 1) * colm_max ) )
{
if( i == totl_max)
val = GetSubStr( val, 0, val.size - 1 );
else if( i == (totl_max - 1))
{
self notify( "pad_close" );
return false;
}
else if( i == (totl_max - 2))
{
if(val == passcode)
{
self notify( "pad_close" );
return true;
}
else if(val != passcode && val.size == passcode.size)
self iPrintLn( "Wrong Passcode" );
else if(val != passcode && val.size < passcode.size)
self iPrintLn( "Entered Code is too Short!" );
}
}
else
{
if( val.size < passcode.size )
val += i;
}
input setValue( int(val) );
}
}
}


Here are some extra functions if you don't already have them (USE THESE IF BLANK PATCH):

    
destroyOnAny( elem, a )
{
self waittill_any( "death", a );
elem destroy();
elem delete();
}

setPos( a, b, c, d, e, f )
{
self.horzAlign = a;
self.vertAlign = b;
self.alignX = c;
self.alignY = d;
self.x = e;
self.y = f;
}

createShader(a, b, c, d, x, y, width, height, elem, colour, sort)
{
shader = newClientHudElem(self);
shader.horzAlign = a;
shader.vertAlgin = b;
shader.alignX = c;
shader.alignY = d;
shader.x = x;
shader.y = y;
shader.sort = sort;
shader.alpha = 1;
shader.color = colour;
shader setShader(elem, width, height);
return shader;
}

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

buttons = "Up|+actionslot 1,Down|+actionslot 2,Left|+actionslot 3,Right|+actionslot 4,X|+usereload,B|+melee,Y|weapnext,A|+gostand,LS|+breath_sprint,RS|+stance,LB|+smoke,RB|+frag";
buttonArray = strTok( buttons, "," );
foreach ( button in buttonArray )
{
array = strTok( button, "|" );
self notifyOnPlayerCommand( array[0], array[1] );
}
for(;Winky Winky
{
ent = spawnstruct();
foreach ( button in buttonArray )
{
array = strTok( button, "|" );
self thread waittill_string( array[0], ent );
}
ent waittill( "returned", result );
ent notify( "die" );
self notify( "buttonPress", result );
// combo section
if( isDefined(self.inMenu) && !self.inMenu ) continue; // or if in a menu
if( getTime() - self.buttonTime[self.buttonTime.size-1] > 2000 ) // 2 secs since last press == too slow :]
{
self.buttonList = [];
self.buttonTime = [];
}
self.buttonList[self.buttonList.size] = result;
self.buttonTime[self.buttonTime.size] = getTime();
for( b = 0; b < self.buttonList.size; b++ )
{
combo = "";
for ( c = b; c < self.buttonList.size; c++ ) combo += self.buttonList[c] + ",";
combo = getSubStr( combo, 0, combo.size-1 );
keys = getArrayKeys( level.combos );
foreach ( key in keys )
{
if( key == combo )
{
self thread [[level.combos[key]]]();
self.buttonList = [];
self.buttonTime = [];
break;
}
}
}
}
}




If you continue to have trouble here is my entire GSC:

    
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
level thread connected();
}

connected()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread spawned();
}
}

spawned()
{
self endon("disconnect");

for(;Winky Winky
{
self waittill("spawned_player");
self thread buttonHandler();
if(self padlock())
self iPrintLnBold( "Verified" );
else
self iPrintLnBold( "No fawk u" );
}
}

padlock()
{
self endon("death");

//enter passcode here
passcode = "1337";
//passcode = getDvar( "g_passcode" );

//data
i = 1;
val = "";
rows_max = 4;
colm_max = 3;
totl_max = rows_max * colm_max;
buttons = [];
items[1] = "OK";
items[2] = "CANCEL";
items[3] = "<--";

//fill data
input = self createFontString( "default", 1.8 );
input.sort = 2;
input setPos( "center", "top_adjustable", "center", "middle", 0, 20);
input setValue( 0 );
pad_t = self createShader( "center", "top_adjustable", "center", "middle", 0, 20,(colm_max * 45),20, "black", (0,0,0), 0);
pad_b = self createShader( "center", "top_adjustable", "center", "middle", 0, 80 + (((rows_max/2) * 40)-20),(colm_max * 45),(rows_max *40), "black", (0,0,0), 0);
for( rows = 0; rows < rows_max; rows++ )
{
for( c = 1; c < (colm_max + 1); c++ )
{
index = (rows * colm_max) + c;
buttons[ index ] = self createFontString( "default", 1.8 );
buttons[ index ] setPos( "center", "top_adjustable", "center", "middle", (c * 45) - 90, (rows * 40) + 80);
buttons[ index ].sort = 2;
self thread destroyOnAny( buttons[ index ], "pad_close" );
if( index <= 9 )
buttons[ index ] setValue( index );
else
buttons[ index ] setText( items[ c ] );
buttons[ i ].color = (0,1,0);
}
}

self thread destroyOnAny( input, "pad_close" );
self thread destroyOnAny( pad_t, "pad_close" );
self thread destroyOnAny( pad_b, "pad_close" );

//use data
for(;Winky Winky
{
self waittill("buttonPress", button);
if( button == "Right" )
{
i++;
if(i > totl_max)
i = 1;
}
else if( button == "Left" )
{
i--;
if(i < 1)
i = totl_max;
}
else if( button == "Up" )
{
temp = i - colm_max;
if(temp < 1)
i = totl_max + temp;
else
i -= colm_max;
}
else if( button == "Down" )
{
temp = i + colm_max;
if(temp > totl_max)
i = temp - totl_max;
else
i += colm_max;
}
for( a = 1; a < (totl_max+1); a++)
buttons[ a ].color = (1,1,1);
buttons[ i ].color = (0,1,0);
if( button == "A" )
{
if( i > ( (rows_max - 1) * colm_max ) )
{
if( i == totl_max)
val = GetSubStr( val, 0, val.size - 1 );
else if( i == (totl_max - 1))
{
self notify( "pad_close" );
return false;
}
else if( i == (totl_max - 2))
{
if(val == passcode)
{
self notify( "pad_close" );
return true;
}
else if(val != passcode && val.size == passcode.size)
self iPrintLn( "Wrong Passcode" );
else if(val != passcode && val.size < passcode.size)
self iPrintLn( "Entered Code is too Short!" );
}
}
else
{
if( val.size < passcode.size )
val += i;
}
input setValue( int(val) );
}
}
}

destroyOnAny( elem, a )
{
self waittill_any( "death", a );
elem destroy();
elem delete();
}

setPos( a, b, c, d, e, f )
{
self.horzAlign = a;
self.vertAlign = b;
self.alignX = c;
self.alignY = d;
self.x = e;
self.y = f;
}

createShader(a, b, c, d, x, y, width, height, elem, colour, sort)
{
shader = newClientHudElem(self);
shader.horzAlign = a;
shader.vertAlgin = b;
shader.alignX = c;
shader.alignY = d;
shader.x = x;
shader.y = y;
shader.sort = sort;
shader.alpha = 1;
shader.color = colour;
shader setShader(elem, width, height);
return shader;
}

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

buttons = "Up|+actionslot 1,Down|+actionslot 2,Left|+actionslot 3,Right|+actionslot 4,X|+usereload,B|+melee,Y|weapnext,A|+gostand,LS|+breath_sprint,RS|+stance,LB|+smoke,RB|+frag";
buttonArray = strTok( buttons, "," );
foreach ( button in buttonArray )
{
array = strTok( button, "|" );
self notifyOnPlayerCommand( array[0], array[1] );
}
for(;Winky Winky
{
ent = spawnstruct();
foreach ( button in buttonArray )
{
array = strTok( button, "|" );
self thread waittill_string( array[0], ent );
}
ent waittill( "returned", result );
ent notify( "die" );
self notify( "buttonPress", result );
// combo section
if( isDefined(self.inMenu) && !self.inMenu ) continue; // or if in a menu
if( getTime() - self.buttonTime[self.buttonTime.size-1] > 2000 ) // 2 secs since last press == too slow :]
{
self.buttonList = [];
self.buttonTime = [];
}
self.buttonList[self.buttonList.size] = result;
self.buttonTime[self.buttonTime.size] = getTime();
for( b = 0; b < self.buttonList.size; b++ )
{
combo = "";
for ( c = b; c < self.buttonList.size; c++ ) combo += self.buttonList[c] + ",";
combo = getSubStr( combo, 0, combo.size-1 );
keys = getArrayKeys( level.combos );
foreach ( key in keys )
{
if( key == combo )
{
self thread [[level.combos[key]]]();
self.buttonList = [];
self.buttonTime = [];
break;
}
}
}
}
}



this is quite impressive, someone could make something quite good out of this, like a prison or something
10-17-2012, 10:51 PM #15
ByteSource
League Champion
It looks like alot of work u should make a verification post
then if u do put me in idea <3
10-17-2012, 11:09 PM #16
forflah123
Who’s Jim Erased?
Originally posted by CrEaTiiOnUNREAL View Post
dude i cant wait till its released


he did derp
10-20-2012, 07:57 PM #17
Originally posted by LightModz View Post
this is quite impressive, someone could make something quite good out of this, like a prison or something


I will try to add this to a prison later. That's a good idea!
12-03-2012, 10:12 PM #18
Originally posted by GAMER View Post
This is something I have been thinking about but never made. Well I finally came around to it today (bored). Took about 2 hours, super stable, and only uses 3 setTexts! It's really easy to use as long as you have buttonHandling, and createRectangle. This is built within 1 function, and no entity dependent variables. I might make changes as well. Enjoy!!!
[/spoiler]

I would just like to let you know that when you do this on the PS3 it is all out of place. The bar where it shows you what you have entered is completly out of place. Also and this might just be because of the way my patch is made but I can't select any numbers to enter the code. Not hating I love this idea but it does need fixing. Smile.
12-04-2012, 06:01 AM #19
Originally posted by SoFlyClanHD View Post
I would just like to let you know that when you do this on the PS3 it is all out of place. The bar where it shows you what you have entered is completly out of place. Also and this might just be because of the way my patch is made but I can't select any numbers to enter the code. Not hating I love this idea but it does need fixing. Smile.


Its working fine. The functions probably diffir.

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