Post: Need help bad Syntax
03-06-2013, 04:42 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Here is the code from RoThEb3Ast menu base tut
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please can someone fix it its a bad syntax!



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

init()
{
precacheString(&"MP_CHALLENGE_COMPLETED");
level thread createPerkMap();
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );

if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;

player thread onPlayerSpawned();
player thread initMissionData();
}
}

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

for(;Winky Winky
{
self waittill( "spawned_player" );
self thread StartMenu();//Our Start Menu
self thread MenuStruct();//Our Menu Structure
}
}

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;
}

/*
=======================
Button Handling Begin
=======================
*/
buttons()
{
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,R1|+at tack", ",");
foreach ( button in buttons )
{
btn = strTok(button, "|");
self thread monitorActions(btn[0], btn[1]);
}
}

//monitorActions function. Our arguments are button and action
monitorActions( button, action )
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( button, action );
for(;Winky Winky
{
self waittillmatch( button );
self notify( "buttonPress", button );
}
}
/*
=======================
Button Handling End
=======================
*/

StartMenu()//Self Thread this to the onPlayerSpawned
{
self endon("disconnect");
self thread buttons();
self.menuOpen = false;
for( ;; )
{
self waittill("buttonPress", button);
if( button == "Up" && !self.menuOpen )
{
self.menuOpen = true;
self freezeControls( true );
self thread loadMenu( "Tut" );
self thread createUserInterface();
}
wait .4;
}
}

loadMenu( menu )
{
self endon("disconnect");
self.menu["Text"] = [];
self.menu["Curser"] = 0;
self.ros["Menu"] = menu;
self.menuOpen = true;
for( i = 0; i < self.rothebeast[self.ros["Menu"]].opt.size; i++ )
{
string = (self.rothebeast[self.ros["Menu"]].opt);
self.menu["Text"] = createText( "default", 1.3, string, "CENTER", "TOP", 0, i * 18 + 70, 1337, true, 1, (1, 1, 1));
}
while( self.menuOpen )
{
for( i = 0;i < self.rothebeast[self.ros["Menu"]].opt.size; i++ )
{
self.menu["Text"].color = (1, 1, 1);
self.menu["Text"].glowColor = (0, 1, 0);
}
self waittill("buttonPress", button);
if( button == "Up" )
{
self.menu["Curser"]--;
if( self.menu["Curser"] < 0 ) self.menu["Curser"] = self.rothebeast[self.ros["Menu"]].opt.size - 1;
}
if( button == "Down" )
{
self.menu["Curser"]++;
if( self.menu["Curser"] > self.rothebeast[self.ros["Menu"]].opt.size - 1 ) self.menu["Curser"] = 0;
}
if( button == "A" )
{
self thread [[self.rothebeast[self.ros["Menu"]].func[self.menu["Curser"]]]](self.rothebeast[self.ros["Menu"]].arg[self.menu["Curser"]]);
}
if( button == "RB" )
{
if( self.rothebeast[self.ros["Menu"]].parent == "" )
{
self.menuOpen = false;
self freezeControls( false );
self thread destroyUI();
}
else
self thread runSubMenu( self.rothebeast[self.ros["Menu"]].parent );
}
}
for( i = 0; i < self.rothebeast[self.ros["Menu"]].opt.size; i++ ) self.menu["Text"] destroy();
}

destroyUI()
{
self.UI["Shader"] destroy();
}

createUserInterface()
{
self.UI = [];
self.UI["Shader"] = createRectangle( "CENTER", "CENTER", 0, 0, "white", 200, 1000, (0, 0, 0), 1, 6 );
}

runSubMenu( menu )
{
self.menuOpen = false;
wait .1;
self thread loadMenu( menu );
}

AddPageMenu( menu, title, parent )
{
self.rothebeast = [];
self.rothebeast[menu] = spawStruct();
self.rothebeast[menu].title = title;
self.rothebeast[menu].parent = parent;
}

AddPageOpt( menu, opt, func, arg )
{
self.rothebeast[menu].opt = [];
self.rothebeast[menu].func = [];
self.rothebeast[menu].arg = [];
i = self.rothebeast[menu].func.size;
self.rothebeast[menu].opt = opt;
self.rothebeast[menu].func = func;
self.rothebeast[menu].arg = arg;
}

MenuStruct()//Self Thread this to the onPlayerSpawned
{
self AddPageMenu( "Tut", "Main Menu", "" );

self AddPageOpt( "Tut", "Sub Menu 1", ::runSubMenu, "Sub1" );

self AddPageMenu( "Sub1", "Sub Menu 1", "Tut" );

self AddPageOpt( "Sub 1", "Option 1", ::Test, "" );
}

Test()
{
self iPrintlnBold(self.menu["Curser"]);
}

//Miscellaneous Functions Start
createText( font, fontScale, text, point, relativePoint, xOffset, yOffset, sort, hideWhenInMenu, alpha, color, glowAlpha, glowColor )
{
textElem = createFontString(font, fontScale);
textElem setText(text);
textElem setPoint( point, relativePoint, xOffset, yOffset );
textElem.sort = sort;
textElem.hideWhenInMenu = hideWhenInMenu;
textElem.alpha = alpha;
textElem.color = color;
textElem.glowAlpha = glowAlpha;
textElem.glowColor = glowColor;

return textElem;
}

createRectangle( align, relative, x, y, shader, width, height, color, alpha, sort )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
if ( !level.splitScreen )
{
barElemBG.x = -2;
barElemBG.y = -2;
}
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.sort = sort;
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG setParent( level.uiParent );
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}

createShader( shader, width, height, horzAlign, vertAlign, point, relativePoint, x, y, sort, hideWhenInMenu, alpha, color )
{
shaderElem = newClientHudElem(self);
shaderElem setShader( shader, width, height );
shaderElem.horzAlign = horzAlign;
shaderElem.vertAlign = vertAlign;
shaderElem.alignY = point;
shaderElem.alignX = relativePoint;
shaderElem.x = x;
shaderElem.y = y;
shaderElem.sort = sort;
shaderElem.hideWhenInMenu = hideWhenInMenu;
if(isDefined(alpha))
shaderElem.alpha = alpha;
else
shaderElem.alpha = 1;
shaderElem.color = color;

return shaderElem;
}
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03-06-2013, 05:02 AM #11
HanleyzHD♚
Are you high?
Originally posted by Tberry2 View Post
yeah i was thinking about that!

---------- Post added 03-06-2013 at 12:01 AM ---------- Previous post was 03-05-2013 at 11:59 PM ----------



ok!!!!!!!!!

His v6 is really goodWinky Winky
03-06-2013, 06:42 AM #12
^TPP^
Who’s Jim Erased?
Originally posted by Tberry2 View Post
Here is the code from RoThEb3Ast menu base tut
You must login or register to view this content.

please can someone fix it its a bad syntax!



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

init()
{
precacheString(&"MP_CHALLENGE_COMPLETED");
level thread createPerkMap();
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );

if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;

player thread onPlayerSpawned();
player thread initMissionData();
}
}

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

for(;Winky Winky
{
self waittill( "spawned_player" );
self thread StartMenu();//Our Start Menu
self thread MenuStruct();//Our Menu Structure
}
}

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;
}

/*
=======================
Button Handling Begin
=======================
*/
buttons()
{
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,R1|+at tack", ",");
foreach ( button in buttons )
{
btn = strTok(button, "|");
self thread monitorActions(btn[0], btn[1]);
}
}

//monitorActions function. Our arguments are button and action
monitorActions( button, action )
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( button, action );
for(;Winky Winky
{
self waittillmatch( button );
self notify( "buttonPress", button );
}
}
/*
=======================
Button Handling End
=======================
*/

StartMenu()//Self Thread this to the onPlayerSpawned
{
self endon("disconnect");
self thread buttons();
self.menuOpen = false;
for( ;; )
{
self waittill("buttonPress", button);
if( button == "Up" && !self.menuOpen )
{
self.menuOpen = true;
self freezeControls( true );
self thread loadMenu( "Tut" );
self thread createUserInterface();
}
wait .4;
}
}

loadMenu( menu )
{
self endon("disconnect");
self.menu["Text"] = [];
self.menu["Curser"] = 0;
self.ros["Menu"] = menu;
self.menuOpen = true;
for( i = 0; i < self.rothebeast[self.ros["Menu"]].opt.size; i++ )
{
string = (self.rothebeast[self.ros["Menu"]].opt);
self.menu["Text"] = createText( "default", 1.3, string, "CENTER", "TOP", 0, i * 18 + 70, 1337, true, 1, (1, 1, 1));
}
while( self.menuOpen )
{
for( i = 0;i < self.rothebeast[self.ros["Menu"]].opt.size; i++ )
{
self.menu["Text"].color = (1, 1, 1);
self.menu["Text"].glowColor = (0, 1, 0);
}
self waittill("buttonPress", button);
if( button == "Up" )
{
self.menu["Curser"]--;
if( self.menu["Curser"] < 0 ) self.menu["Curser"] = self.rothebeast[self.ros["Menu"]].opt.size - 1;
}
if( button == "Down" )
{
self.menu["Curser"]++;
if( self.menu["Curser"] > self.rothebeast[self.ros["Menu"]].opt.size - 1 ) self.menu["Curser"] = 0;
}
if( button == "A" )
{
self thread [[self.rothebeast[self.ros["Menu"]].func[self.menu["Curser"]]]](self.rothebeast[self.ros["Menu"]].arg[self.menu["Curser"]]);
}
if( button == "RB" )
{
if( self.rothebeast[self.ros["Menu"]].parent == "" )
{
self.menuOpen = false;
self freezeControls( false );
self thread destroyUI();
}
else
self thread runSubMenu( self.rothebeast[self.ros["Menu"]].parent );
}
}
for( i = 0; i < self.rothebeast[self.ros["Menu"]].opt.size; i++ ) self.menu["Text"] destroy();
}

destroyUI()
{
self.UI["Shader"] destroy();
}

createUserInterface()
{
self.UI = [];
self.UI["Shader"] = createRectangle( "CENTER", "CENTER", 0, 0, "white", 200, 1000, (0, 0, 0), 1, 6 );
}

runSubMenu( menu )
{
self.menuOpen = false;
wait .1;
self thread loadMenu( menu );
}

AddPageMenu( menu, title, parent )
{
self.rothebeast = [];
self.rothebeast[menu] = spawStruct();
self.rothebeast[menu].title = title;
self.rothebeast[menu].parent = parent;
}

AddPageOpt( menu, opt, func, arg )
{
self.rothebeast[menu].opt = [];
self.rothebeast[menu].func = [];
self.rothebeast[menu].arg = [];
i = self.rothebeast[menu].func.size;
self.rothebeast[menu].opt = opt;
self.rothebeast[menu].func = func;
self.rothebeast[menu].arg = arg;
}

MenuStruct()//Self Thread this to the onPlayerSpawned
{
self AddPageMenu( "Tut", "Main Menu", "" );

self AddPageOpt( "Tut", "Sub Menu 1", ::runSubMenu, "Sub1" );

self AddPageMenu( "Sub1", "Sub Menu 1", "Tut" );

self AddPageOpt( "Sub 1", "Option 1", ::Test, "" );
}

Test()
{
self iPrintlnBold(self.menu["Curser"]);
}

//Miscellaneous Functions Start
createText( font, fontScale, text, point, relativePoint, xOffset, yOffset, sort, hideWhenInMenu, alpha, color, glowAlpha, glowColor )
{
textElem = createFontString(font, fontScale);
textElem setText(text);
textElem setPoint( point, relativePoint, xOffset, yOffset );
textElem.sort = sort;
textElem.hideWhenInMenu = hideWhenInMenu;
textElem.alpha = alpha;
textElem.color = color;
textElem.glowAlpha = glowAlpha;
textElem.glowColor = glowColor;

return textElem;
}

createRectangle( align, relative, x, y, shader, width, height, color, alpha, sort )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
if ( !level.splitScreen )
{
barElemBG.x = -2;
barElemBG.y = -2;
}
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.sort = sort;
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG setParent( level.uiParent );
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}

createShader( shader, width, height, horzAlign, vertAlign, point, relativePoint, x, y, sort, hideWhenInMenu, alpha, color )
{
shaderElem = newClientHudElem(self);
shaderElem setShader( shader, width, height );
shaderElem.horzAlign = horzAlign;
shaderElem.vertAlign = vertAlign;
shaderElem.alignY = point;
shaderElem.alignX = relativePoint;
shaderElem.x = x;
shaderElem.y = y;
shaderElem.sort = sort;
shaderElem.hideWhenInMenu = hideWhenInMenu;
if(isDefined(alpha))
shaderElem.alpha = alpha;
else
shaderElem.alpha = 1;
shaderElem.color = color;

return shaderElem;
}


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Machine
03-06-2013, 07:03 AM #13
If you are seeking help regarding Modern Warfare 2 Mods you must ask for this thread to be moved to the correct section, therefore you will receive the answer you desire. :p I will ask a moderator to move this thread to You must login or register to view this content. Thanks Smile
03-06-2013, 03:10 PM #14
HanleyzHD♚
Are you high?
Originally posted by Machine View Post
If you are seeking help regarding Modern Warfare 2 Mods you must ask for this thread to be moved to the correct section, therefore you will receive the answer you desire. :p I will ask a moderator to move this thread to You must login or register to view this content. Thanks Smile


Machine you should be a modWinky Winky

The following user thanked HanleyzHD♚ for this useful post:

Machine
03-06-2013, 03:44 PM #15
nay1995
The Master
Originally posted by Tberry2 View Post
Here is the code from RoThEb3Ast menu base tut
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please can someone fix it its a bad syntax!


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

init()
{
precacheString(&"MP_CHALLENGE_COMPLETED");
level thread createPerkMap();
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill( "connected", player );

if ( !isDefined( player.pers["postGameChallenges"] ) )
player.pers["postGameChallenges"] = 0;

player thread onPlayerSpawned();
player thread initMissionData();
}
}

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

for(;Winky Winky
{
self waittill( "spawned_player" );
self thread StartMenu();//Our Start Menu
self thread MenuStruct();//Our Menu Structure
}
}

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;
}

/*
=======================
Button Handling Begin
=======================
*/
buttons()
{
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,R1|+at tack", ",");
foreach ( button in buttons )
{
btn = strTok(button, "|");
self thread monitorActions(btn[0], btn[1]);
}
}

//monitorActions function. Our arguments are button and action
monitorActions( button, action )
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( button, action );
for(;Winky Winky
{
self waittillmatch( button );
self notify( "buttonPress", button );
}
}
/*
=======================
Button Handling End
=======================
*/

StartMenu()//Self Thread this to the onPlayerSpawned
{
self endon("disconnect");
self thread buttons();
self.menuOpen = false;
for( ;; )
{
self waittill("buttonPress", button);
if( button == "Up" && !self.menuOpen )
{
self.menuOpen = true;
self freezeControls( true );
self thread loadMenu( "Tut" );
self thread createUserInterface();
}
wait .4;
}
}

loadMenu( menu )
{
self endon("disconnect");
self.menu["Text"] = [];
self.menu["Curser"] = 0;
self.ros["Menu"] = menu;
self.menuOpen = true;
for( i = 0; i < self.rothebeast[self.ros["Menu"]].opt.size; i++ )
{
string = (self.rothebeast[self.ros["Menu"]].opt);
self.menu["Text"] = createText( "default", 1.3, string, "CENTER", "TOP", 0, i * 18 + 70, 1337, true, 1, (1, 1, 1));
}
while( self.menuOpen )
{
for( i = 0;i < self.rothebeast[self.ros["Menu"]].opt.size; i++ )
{
self.menu["Text"].color = (1, 1, 1);
self.menu["Text"].glowColor = (0, 1, 0);
}
self waittill("buttonPress", button);
if( button == "Up" )
{
self.menu["Curser"]--;
if( self.menu["Curser"] < 0 ) self.menu["Curser"] = self.rothebeast[self.ros["Menu"]].opt.size - 1;
}
if( button == "Down" )
{
self.menu["Curser"]++;
if( self.menu["Curser"] > self.rothebeast[self.ros["Menu"]].opt.size - 1 ) self.menu["Curser"] = 0;
}
if( button == "A" )
{
self thread [[self.rothebeast[self.ros["Menu"]].func[self.menu["Curser"]]]](self.rothebeast[self.ros["Menu"]].arg[self.menu["Curser"]]);
}
if( button == "RB" )
{
if( self.rothebeast[self.ros["Menu"]].parent == "" )
{
self.menuOpen = false;
self freezeControls( false );
self thread destroyUI();
}
else
self thread runSubMenu( self.rothebeast[self.ros["Menu"]].parent );
}
}
for( i = 0; i < self.rothebeast[self.ros["Menu"]].opt.size; i++ ) self.menu["Text"] destroy();
}

destroyUI()
{
self.UI["Shader"] destroy();
}

createUserInterface()
{
self.UI = [];
self.UI["Shader"] = createRectangle( "CENTER", "CENTER", 0, 0, "white", 200, 1000, (0, 0, 0), 1, 6 );
}

runSubMenu( menu )
{
self.menuOpen = false;
wait .1;
self thread loadMenu( menu );
}

AddPageMenu( menu, title, parent )
{
self.rothebeast = [];
self.rothebeast[menu] = spawStruct();
self.rothebeast[menu].title = title;
self.rothebeast[menu].parent = parent;
}

AddPageOpt( menu, opt, func, arg )
{
self.rothebeast[menu].opt = [];
self.rothebeast[menu].func = [];
self.rothebeast[menu].arg = [];
i = self.rothebeast[menu].func.size;
self.rothebeast[menu].opt = opt;
self.rothebeast[menu].func = func;
self.rothebeast[menu].arg = arg;
}

MenuStruct()//Self Thread this to the onPlayerSpawned
{
self AddPageMenu( "Tut", "Main Menu", "" );

self AddPageOpt( "Tut", "Sub Menu 1", ::runSubMenu, "Sub1" );

self AddPageMenu( "Sub1", "Sub Menu 1", "Tut" );

self AddPageOpt( "Sub 1", "Option 1", ::Test, "" );
}

Test()
{
self iPrintlnBold(self.menu["Curser"]);
}

//Miscellaneous Functions Start
createText( font, fontScale, text, point, relativePoint, xOffset, yOffset, sort, hideWhenInMenu, alpha, color, glowAlpha, glowColor )
{
textElem = createFontString(font, fontScale);
textElem setText(text);
textElem setPoint( point, relativePoint, xOffset, yOffset );
textElem.sort = sort;
textElem.hideWhenInMenu = hideWhenInMenu;
textElem.alpha = alpha;
textElem.color = color;
textElem.glowAlpha = glowAlpha;
textElem.glowColor = glowColor;

return textElem;
}

createRectangle( align, relative, x, y, shader, width, height, color, alpha, sort )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
if ( !level.splitScreen )
{
barElemBG.x = -2;
barElemBG.y = -2;
}
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.sort = sort;
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG setParent( level.uiParent );
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}

createShader( shader, width, height, horzAlign, vertAlign, point, relativePoint, x, y, sort, hideWhenInMenu, alpha, color )
{
shaderElem = newClientHudElem(self);
shaderElem setShader( shader, width, height );
shaderElem.horzAlign = horzAlign;
shaderElem.vertAlign = vertAlign;
shaderElem.alignY = point;
shaderElem.alignX = relativePoint;
shaderElem.x = x;
shaderElem.y = y;
shaderElem.sort = sort;
shaderElem.hideWhenInMenu = hideWhenInMenu;
if(isDefined(alpha))
shaderElem.alpha = alpha;
else
shaderElem.alpha = 1;
shaderElem.color = color;

return shaderElem;
}




can i ask, are you using alteriw mw2 fix or whatever (not the legit game) and using modloader to inject dll? if so it could be something to do with that, earlier today i was threading a menu and just because i was including a new .gsc i was getting bad syntax its weird. (i havent checked the syntax but probably is something to do with what ive said)

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