Originally posted by Karoolus
how you building the menu?
I'm working with hud for every playername, hud.settext is filled by a string, so i don't have to change hud, just the string to get a 'submenu'
i dunno but im trying
it is like
menu(){
self.cycle = 0;
self.scroll = 1;
self.getMenu = ::getMenu;
self.HasMenuAccess = true;
self iPrintln( "^3Menu activated by Pressing up ." );
self iPrintln( "^5" );
notifyAllCommands();
self thread listen

:iniMenu, "dpad_up" );
}
and my friend gave me this code
drawMenu( cycle, scroll ){
menu = [[self.getMenu]]();
display = [];
if( menu.size > 2 ){
leftTitle = self createFontString( "objective", 1.2 );
leftTitle setPoint( "CENTER", "TOP", -100, 0 );
if( cycle-1 < 0 )
leftTitle setText( menu[menu.size - 1].name[0] );
else
leftTitle setText( menu[cycle - 1].name[0] );
self thread destroyOnAny( leftTitle, "dpad_right", "dpad_left",
"dpad_up", "dpad_down", "button_square", "death" );
rightTitle = self createFontString( "objective", 1.2 );
rightTitle setPoint( "CENTER", "TOP", 100, 0 );
if( cycle > menu.size - 2 )
rightTitle setText( menu[0].name[0] );
else
rightTitle setText( menu[cycle + 1].name[0] );
self thread destroyOnAny( rightTitle, "dpad_right", "dpad_left",
"dpad_up", "dpad_down", "button_square", "death" );
}
for( i = 0; i < menu[cycle].name.size; i++ ){
if(i < 1)
display
= self createFontString( "objective", 1.2 );
else
display = self createFontString( "objective", 1.2 );
display setPoint( "CENTER", "TOP", 0, i*14 );
if(i == scroll) {
self.SelectedMenuItem = menu[cycle].name;
display ChangeFontScaleOverTime( 0.3 );
display.fontScale = 1.3;
display setText( "^2" + menu[cycle].name );
}
else
display setText( menu[cycle].name );
self thread destroyOnAny( display, "dpad_right", "dpad_left",
"dpad_up", "dpad_down", "button_square", "death" );
}
}