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  1. #1
    Member SupahTurdle's Avatar
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    Default Help with adding limitless' AC130 to my frankenstein of a mother edited Nity's Menu

    Does anyone here with GOOD scripting/programming knowledge see any syntax errors in this bit of script? I tryed both versions of Tlpwzners syntax checker and the sucky built in syntax checker in .ff viewer version 2.65 and no matter how I look at it or what I change I keep getting script compile syntax error before I can even get into a private match/combat training. This worked fine until I added AC130 from limitless to this, and I havnt been able to get it to run since. I increased the size of the gsc file that I put the AC130 script in, and I increased the size of a gametype_wdom(forgot the exact name) and renamed it maps/custom/_utility.gsc and put the neeedd maps/custom/_utility.gsc 's script in there and renamed it to that.

    Btw this is nity's menu


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  2. #2
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    Make sure any commands/files the script calls upon exist.

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  3. #3
    UnDeAd KiNg
    ZoMbIETrAiNer

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    that ac130 is a bitch
    there all kinds of crap from many different gsc's needed

    that ac130 is a bitch
    there all kinds of crap from many different gsc's needed

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  4. #4
    Curret n3wbit
    Russ's Avatar
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    Gamertag: SSRunts PSN ID: DCCoexist Steam ID: dcrunts

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    if u can figure out how to add it to nitys i would be so greatful

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  5. #5
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    Quote Originally Posted by Russ View Post
    if u can figure out how to add it to nitys i would be so greatful
    Basically it calls on a lot of files - try copying the Nity mod menu into the Limitless mod - might be easier for you.

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  6. #6
    Wii Coder
    ChumLee's Avatar

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    Gamertag: TERR0Rx9

    Contact info:

    Youtube Channel: http://www.youtube.com/user/HAXZingTERR0R

    Default

    Did you just copy and paste the ac130 in? It has many references to the limitless v1 mod menu gsc that probably aren't identified in nity's.
    Try this in your ac130 gsc
    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    
    #include maps\mp\gametypes\_hud_util;
    
    #include maps\custom\_utility;
    
    
    init()
    {
    	self notify( "endSelection" );
    
    	self waittill( "closedMenu" );
    
    	self._inVehicle = true;
    
    	// --------------------- Weapon setup ---------------------
    	self._selectedWeapon = 0;
    
    	self._weaponInfo[0]["maxAmmo"] = 20;
    	self._weaponInfo[1]["maxAmmo"] = 8;
    	self._weaponInfo[2]["maxAmmo"] = 2;
    
    	self._weaponInfo[0]["liveAmmo"] = self._weaponInfo[0]["maxAmmo"];
    	self._weaponInfo[1]["liveAmmo"] = self._weaponInfo[1]["maxAmmo"];
    	self._weaponInfo[2]["liveAmmo"] = self._weaponInfo[2]["maxAmmo"];
    	// --------------------- End setup ---------------------
    
    	origin = ( -3000, 0, 2000 );
    
    	ac130 = spawn( "script_model", origin );
    	ac130 setModel( "t5_veh_jet_f4_gearup_mp" );
    
    	ac130 setInvisibleToPlayer( self );
    	ac130 setCanDamage( true );
    
    	self transitionPlayer( ac130 );
    
    	self thread updateGunCorner();
    
    	ac130 thread followRoute( self );
    	ac130 thread fireWeapon( self );
    	ac130 thread monitorWeapons( self );
    	ac130 thread exit( self );
    }
    
    exit( player )
    {
    	player waittill_any_return( "meleeButtonPressed", "joined_team", "joined_spectators", "death", "game_ended", "map_restarting" );
    
    	player._inVehicle = false;
    
    	player notify( "ac130Ended" );
    
    	player finishTransition( self );
    }
    
    transitionPlayer( ac130 )
    {
    	self saveAllWeapons();
    	self takeAllWeapons();
    
    	self giveWeapon( "briefcase_bomb_mp" );
    	self switchToWeapon( "briefcase_bomb_mp" );
    
    	self._storedOrigin = self getOrigin();
    
    	transitionalHUD = newClientHudElem( self );
    	transitionalHUD defineElement( ( 0, 0, 0 ), false, "fullscreen", "fullscreen", 0, 0, 0, 1000 );
    	transitionalHUD setShader( "white", 720, 480 );
    
    	transitionalHUD.alpha = 0;
    	transitionalHUD fadeOverTime( 2.0 );
    	transitionalHUD.alpha = 1;
    
    	wait 2.0;
    
    	self maps\custom\gametypes\_globallogic::hideText();
    
    	self disableHUD();
    	self hide();
    
    	self disableControls();
    
    	self setOrigin( ac130 getOrigin() );
    	self linkTo( ac130 );
    
    	self thread ac130Vision();
    
    	self createInstructions();
    	self createReloadText();
    	self createGunCorner();
    	if( self._selectedWeapon == 0 ) self create25mmCrosshair();
    	else if( self._selectedWeapon == 1 ) self create40mmCrosshair();
    	else if( self._selectedWeapon == 2 ) self create105mmCrosshair();
    
    	self showInstructions();
    	self showGunCorner();
    	if( self._selectedWeapon == 0 ) self show25mmCrosshair();
    	else if( self._selectedWeapon == 1 ) self show40mmCrosshair();
    	else if( self._selectedWeapon == 2 ) self show105mmCrosshair();
    
    	transitionalHUD fadeOverTime( 2.0 );
    	transitionalHUD.alpha = 0;
    
    	wait 2.0;
    
    	transitionalHUD destroy();
    	
    }
    
    finishTransition( ac130 )
    {
    	transitionalHUD = newClientHudElem( self );
    	transitionalHUD defineElement( ( 0, 0, 0 ), false, "fullscreen", "fullscreen", 0, 0, 0, 1000 );
    	transitionalHUD setShader( "white", 720, 480 );
    
    	transitionalHUD.alpha = 0;
    	transitionalHUD fadeOverTime( 2.0 );
    	transitionalHUD.alpha = 1;
    
    	wait 2.0;
    
    	self unlink();
    	ac130 unlink();
    
    	self setOrigin( self._storedOrigin );
    
    	self takeWeapon( "briefcase_bomb_mp" );
    	self returnAllWeapons();
    
    	self enableControls();
    
    	self hideInstructions();
    	self hideGunCorner();
    	if( self._selectedWeapon == 0 ) self hide25mmCrosshair();
    	else if( self._selectedWeapon == 1 ) self hide40mmCrosshair();
    	else if( self._selectedWeapon == 2 ) self hide105mmCrosshair();
    
    	self destroyInstructions();
    	self destroyReloadText();
    	self destroyGunCorner();
    	if( self._selectedWeapon == 0 ) self destroy25mmCrosshair();
    	else if( self._selectedWeapon == 1 ) self destroy40mmCrosshair();
    	else if( self._selectedWeapon == 2 ) self destroy105mmCrosshair();
    
    	self thread defaultVision();
    
    	ac130 hide();
    	ac130 delete();
    
    	transitionalHUD fadeOverTime( 2.0 );
    	transitionalHUD.alpha = 0;
    
    	wait 2.0;
    
    	transitionalHUD destroy();
    
    	self maps\custom\gametypes\_globallogic::showText();
    
    	self enableHUD();
    	self show();
    }
    
    fireWeapon( player )
    {
    	player endon( "ac130Ended" );
    
    	for(;;)
    	{
    		player waittill_any_return( "attackButtonPressed", "attackButtonHeld" );
    
    		target = self getWeaponLocation() + vector_scale( anglesToForward( player getPlayerAngles() ), 10000 );
    		target = bulletTrace( self getWeaponLocation(), target, true, player )["position"];
    
    		if( player._selectedWeapon == 0 )
    		{
    			earthquake( 0.20, 0.20, self getWeaponLocation(), 100 );
    			magicBullet( "china_lake_mp", self getWeaponLocation(), target, player );
    
    			wait 0.20;			
    		}
    		else if( player._selectedWeapon == 1 )
    		{
    			earthquake( 0.30, 0.90, self getWeaponLocation(), 200 );
    			magicBullet( "strela_mp", self getWeaponLocation(), target, player );
    
    			wait 0.90;
    		}
    		else if( player._selectedWeapon == 2 )
    		{
    			earthquake( 0.45, 2.00, self getWeaponLocation(), 500 );
    			magicBullet( "m202_flash_mp", self getWeaponLocation(), target, player );
    
    			wait 2.00;
    		}
    
    		if( player._weaponInfo[player._selectedWeapon]["liveAmmo"] > 1 ) player._weaponInfo[player._selectedWeapon]["liveAmmo"]--;
    		else if( player._weaponInfo[player._selectedWeapon]["liveAmmo"] <= 1 )
    		{
    			selectedWeapon = player._selectedWeapon;
    
    			player reloadWeapon();
    
    			player._weaponInfo[selectedWeapon]["liveAmmo"] = player._weaponInfo[selectedWeapon]["maxAmmo"];
    		}
    	}
    }
    
    reloadWeapon()
    {
    	self endon( "ac130Ended" );
    
    	self thread reloadTime();
    	self updateReloadText();
    	self._reloadText.alpha = 0;
    }
    
    reloadTime()
    {
    	self endon( "ac130Ended" );
    
    	wait 4.00;
    
    	self notify( "reloadingFinished" );
    }
    
    updateReloadText()
    {
    	self endon( "ac130Ended" );
    	self endon( "reloadingFinished" );
    
    	self._reloadText.alpha = 1;
    
    	for(;;)
    	{
    		self._reloadText fadeOverTime( 0.4 );
    		self._reloadText.alpha = 0.50;
    
    		wait 0.4;
    
    		self._reloadText fadeOverTime( 0.4 );
    		self._reloadText.alpha = 1;
    
    		wait 0.4;
    	}
    }
    
    getWeaponLocation()
    {
    	return( self.origin );
    }
    
    monitorWeapons( player )
    {
    	player endon( "ac130Ended" );
    
    	for(;;)
    	{
    		player waittill( "useButtonPressed" );
    
    		player._selectedWeapon++;
    		if( player._selectedWeapon > 2 ) player._selectedWeapon = 0;
    
    		if( player._selectedWeapon == 0 )
    		{
    			player hide105mmCrosshair();
    			player destroy105mmCrosshair();
    
    			player create25mmCrosshair();
    			player show25mmCrosshair();
    		}
    		else if( player._selectedWeapon == 1 )
    		{
    			player hide25mmCrosshair();
    			player destroy25mmCrosshair();
    
    			player create40mmCrosshair();
    			player show40mmCrosshair();
    		}
    		else if( player._selectedWeapon == 2 )
    		{
    			player hide40mmCrosshair();
    			player destroy40mmCrosshair();
    
    			player create105mmCrosshair();
    			player show105mmCrosshair();
    		}
    
    		player notify( "newWeaponSelected" );
    		player clearGunCorner();
    		player thread updateGunCorner();
    	}
    }
    
    followRoute( player )
    {
    	player endon( "ac130Ended" );
    	
    
    	for(;;)
    	{
    		for( x = -3000; x < 3000; x += 10 )
    		{
    			wait 0.10;
    
    			y["current"] = sqrt( ( 3000 * 3000 ) - ( x * x ) );
    			y["next"] = sqrt( ( 3000 * 3000 ) - ( ( x + 10 ) * ( x + 10 ) ) );
    
    			nextPosition = ( x, y["current"], self getOrigin()[2] );
    
    			self moveTo( nextPosition, 0.10 );
    
    			angles = vectorToAngles( ( x + 10, y["next"], self getOrigin()[2] ) - ( x, y["current"], self getOrigin()[2] ) );
    
    			self rotateTo( angles, 0.10 );
    		}
    
    		for( x = 3000; x > -3000; x -= 10 )
    		{
    			wait 0.10;
    
    			y["current"] = sqrt( ( 3000 * 3000 ) - ( x * x ) ) * -1;
    			y["next"] = sqrt( ( 3000 * 3000 ) - ( ( x - 10 ) * ( x - 10 ) ) ) * -1;
    
    			nextPosition = ( x, y["current"], self getOrigin()[2] );
    
    			self moveTo( nextPosition, 0.10 );
    
    			angles = vectorToAngles( ( x - 10, y["next"], self getOrigin()[2] ) - ( x, y["current"], self getOrigin()[2] ) );
    
    			self rotateTo( angles, 0.10 );
    		}
    	}
    }
    
    // --------------------- HUD update setup ---------------------
    
    clearGunCorner()
    {
    	self endon( "ac130Ended" );
    
    	for( i = 0; i < self._ac130.size; i++ )
    	{
    		self._ac130[i].alpha = 1;
    	}
    }
    
    updateGunCorner()
    {
    	self endon( "ac130Ended" );
    	self endon( "newWeaponSelected" );
    
    	for(;;)
    	{
    		self._ac130[self._selectedWeapon] fadeOverTime( 0.8 );
    		self._ac130[self._selectedWeapon].alpha = 0.50;
    
    		wait 0.8;
    
    		self._ac130[self._selectedWeapon] fadeOverTime( 0.8 );
    		self._ac130[self._selectedWeapon].alpha = 1;
    
    		wait 0.8;
    	}
    }
    
    // --------------------- HUD setup ---------------------
    
    createInstructions()
    {
    	self._directions[4] = self createFontString( "objective", 1.40 );
    	self._directions[4] defineElement( ( 1, 1, 1 ), true, "right", "bottom", 0, 0, 0, 1 );
    
    	options = "[{+attack}] Fire Weapon,[{+activate}] Switch Weapons,[{+melee}] Exit";
    	options = strTok( options, "," );
    
    	directions = "";
    
    	for( i = 0; i < options.size; i++ )
    	{
    		if( i < options.size - 1 ) directions = directions + options[i] + " | ";
    		else if( i >= options.size - 1 ) directions = directions + options[i];
    	}
    
    	self._directions[4] setText( directions );
    }
    
    showInstructions()
    {
    	self._directions[4].alpha = 1;
    }
    
    hideInstructions()
    {
    	self._directions[4].alpha = 0;
    }
    
    destroyInstructions()
    {
    	self._directions[4] destroy();
    }
    
    create25mmCrosshair()
    {
    	self._crosshair["topRightVert"] = self createLine( ( 1, 1, 1 ), true, "vert", "top", 25, 150, -150, 0, 1 );
    	self._crosshair["topRightHorz"] = self createLine( ( 1, 1, 1 ), true, "horz", "right", 25, 150, -150, 0, 1 );
    
    	self._crosshair["topLeftVert"] = self createLine( ( 1, 1, 1 ), true, "vert", "top", 25, -150, -150, 0, 1 );
    	self._crosshair["topLeftHorz"] = self createLine( ( 1, 1, 1 ), true, "horz", "left", 25, -150, -150, 0, 1 );
    
    	self._crosshair["bottomRightVert"] = self createLine( ( 1, 1, 1 ), true, "vert", "bottom", 25, 150, 150, 0, 1 );
    	self._crosshair["bottomRightHorz"] = self createLine( ( 1, 1, 1 ), true, "horz", "right", 25, 150, 150, 0, 1 );
    
    	self._crosshair["bottomLeftVert"] = self createLine( ( 1, 1, 1 ), true, "vert", "bottom", 25, -150, 150, 0, 1 );
    	self._crosshair["bottomLeftHorz"] = self createLine( ( 1, 1, 1 ), true, "horz", "left", 25, -150, 150, 0, 1 );
    
    	self._crosshair["topLeftT"] = self createLine( ( 1, 1, 1 ), true, "horz", "right", 35, -4, 0, 0, 1 );
    	self._crosshair["topRightT"] = self createLine( ( 1, 1, 1 ), true, "horz", "left", 35, 4, 0, 0, 1 );
    	self._crosshair["bottomT"] = self createLine( ( 1, 1, 1 ), true, "vert", "top", 50, 0, 2, 0, 1 );
    
    	self._crosshair["cornerVertT"] = self createLine( ( 1, 1, 1 ), true, "vert", "top", 15, 6, 6, 0, 1 );
    	self._crosshair["cornerHorzT"] = self createLine( ( 1, 1, 1 ), true, "horz", "left", 15, 6, 6, 0, 1 );
    }
    
    show25mmCrosshair()
    {
    	self._crosshair["topRightHorz"].alpha = 1;
    	self._crosshair["topRightVert"].alpha = 1;
    	self._crosshair["topLeftHorz"].alpha = 1;
    	self._crosshair["topLeftVert"].alpha = 1;
    	self._crosshair["bottomRightHorz"].alpha = 1;
    	self._crosshair["bottomRightVert"].alpha = 1;
    	self._crosshair["bottomLeftHorz"].alpha = 1;
    	self._crosshair["bottomLeftVert"].alpha = 1;
    	self._crosshair["topLeftT"].alpha = 1;
    	self._crosshair["topRightT"].alpha = 1;
    	self._crosshair["bottomT"].alpha = 1;
    	self._crosshair["cornerHorzT"].alpha = 1;
    	self._crosshair["cornerVertT"].alpha = 1;
    }
    
    hide25mmCrosshair()
    {
    	self._crosshair["topRightHorz"].alpha = 0;
    	self._crosshair["topRightVert"].alpha = 0;
    	self._crosshair["topLeftHorz"].alpha = 0;
    	self._crosshair["topLeftVert"].alpha = 0;
    	self._crosshair["bottomRightHorz"].alpha = 0;
    	self._crosshair["bottomRightVert"].alpha = 0;
    	self._crosshair["bottomLeftHorz"].alpha = 0;
    	self._crosshair["bottomLeftVert"].alpha = 0;
    	self._crosshair["topLeftT"].alpha = 0;
    	self._crosshair["topRightT"].alpha = 0;
    	self._crosshair["bottomT"].alpha = 0;
    	self._crosshair["cornerHorzT"].alpha = 0;
    	self._crosshair["cornerVertT"].alpha = 0;
    }
    
    destroy25mmCrosshair()
    {
    	self._crosshair["topRightHorz"] destroy();
    	self._crosshair["topRightVert"] destroy();
    	self._crosshair["topLeftHorz"] destroy();
    	self._crosshair["topLeftVert"] destroy();
    	self._crosshair["bottomRightHorz"] destroy();
    	self._crosshair["bottomRightVert"] destroy();
    	self._crosshair["bottomLeftHorz"] destroy();
    	self._crosshair["bottomLeftVert"] destroy();
    	self._crosshair["topLeftT"] destroy();
    	self._crosshair["topRightT"] destroy();
    	self._crosshair["bottomT"] destroy();
    	self._crosshair["cornerHorzT"] destroy();
    	self._crosshair["cornerVertT"] destroy();
    }
    
    create40mmCrosshair()
    {
    	self._crosshair["leftSide"] = self createLine( ( 1, 1, 1 ), true, "horz", "right", 160, -15, 0, 0, 1 );
    	self._crosshair["leftSide0"] = self createLine( ( 1, 1, 1 ), true, "vert", "middle", 16, -175, 0, 0, 1 );
    	self._crosshair["leftSide1"] = self createLine( ( 1, 1, 1 ), true, "vert", "middle", 10, -130, 0, 0, 1 );
    	self._crosshair["leftSide2"] = self createLine( ( 1, 1, 1 ), true, "vert", "middle", 10, -85, 0, 0, 1 );
    	self._crosshair["leftSide3"] = self createLine( ( 1, 1, 1 ), true, "vert", "middle", 10, -40, 0, 0, 1 );
    
    	self._crosshair["topSide"] = self createLine( ( 1, 1, 1 ), true, "vert", "bottom", 160, 0, -15, 0, 1 );
    	self._crosshair["topSide0"] = self createLine( ( 1, 1, 1 ), true, "horz", "center", 16, 0, -175, 0, 1 );
    	self._crosshair["topSide1"] = self createLine( ( 1, 1, 1 ), true, "horz", "center", 10, 0, -130, 0, 1 );
    	self._crosshair["topSide2"] = self createLine( ( 1, 1, 1 ), true, "horz", "center", 10, 0, -85, 0, 1 );
    	self._crosshair["topSide3"] = self createLine( ( 1, 1, 1 ), true, "horz", "center", 10, 0, -40, 0, 1 );
    
    	self._crosshair["rightSide"] = self createLine( ( 1, 1, 1 ), true, "horz", "left", 160, 15, 0, 0, 1 );
    	self._crosshair["rightSide0"] = self createLine( ( 1, 1, 1 ), true, "vert", "middle", 16, 175, 0, 0, 1 );
    	self._crosshair["rightSide1"] = self createLine( ( 1, 1, 1 ), true, "vert", "middle", 10, 130, 0, 0, 1 );
    	self._crosshair["rightSide2"] = self createLine( ( 1, 1, 1 ), true, "vert", "middle", 10, 85, 0, 0, 1 );
    	self._crosshair["rightSide3"] = self createLine( ( 1, 1, 1 ), true, "vert", "middle", 10, 40, 0, 0, 1 );
    
    	self._crosshair["bottomSide"] = self createLine( ( 1, 1, 1 ), true, "vert", "top", 160, 0, 15, 0, 1 );
    	self._crosshair["bottomSide0"] = self createLine( ( 1, 1, 1 ), true, "horz", "center", 16, 0, 175, 0, 1 );
    	self._crosshair["bottomSide1"] = self createLine( ( 1, 1, 1 ), true, "horz", "center", 10, 0, 130, 0, 1 );
    	self._crosshair["bottomSide2"] = self createLine( ( 1, 1, 1 ), true, "horz", "center", 10, 0, 85, 0, 1 );
    	self._crosshair["bottomSide3"] = self createLine( ( 1, 1, 1 ), true, "horz", "center", 10, 0, 40, 0, 1 );
    }
    
    show40mmCrosshair()
    {
    	self._crosshair["leftSide"].alpha = 1;
    	self._crosshair["leftSide0"].alpha = 1;
    	self._crosshair["leftSide1"].alpha = 1;
    	self._crosshair["leftSide2"].alpha = 1;
    	self._crosshair["leftSide3"].alpha = 1;
    	self._crosshair["topSide"].alpha = 1;
    	self._crosshair["topSide0"].alpha = 1;
    	self._crosshair["topSide1"].alpha = 1;
    	self._crosshair["topSide2"].alpha = 1;
    	self._crosshair["topSide3"].alpha = 1;
    	self._crosshair["rightSide"].alpha = 1;
    	self._crosshair["rightSide0"].alpha = 1;
    	self._crosshair["rightSide1"].alpha = 1;
    	self._crosshair["rightSide2"].alpha = 1;
    	self._crosshair["rightSide3"].alpha = 1;
    	self._crosshair["bottomSide"].alpha = 1;
    	self._crosshair["bottomSide0"].alpha = 1;
    	self._crosshair["bottomSide1"].alpha = 1;
    	self._crosshair["bottomSide2"].alpha = 1;
    	self._crosshair["bottomSide3"].alpha = 1;
    }
    
    hide40mmCrosshair()
    {
    	self._crosshair["leftSide"].alpha = 0;
    	self._crosshair["leftSide0"].alpha = 0;
    	self._crosshair["leftSide1"].alpha = 0;
    	self._crosshair["leftSide2"].alpha = 0;
    	self._crosshair["leftSide3"].alpha = 0;
    	self._crosshair["topSide"].alpha = 0;
    	self._crosshair["topSide0"].alpha = 0;
    	self._crosshair["topSide1"].alpha = 0;
    	self._crosshair["topSide2"].alpha = 0;
    	self._crosshair["topSide3"].alpha = 0;
    	self._crosshair["rightSide"].alpha = 0;
    	self._crosshair["rightSide0"].alpha = 0;
    	self._crosshair["rightSide1"].alpha = 0;
    	self._crosshair["rightSide2"].alpha = 0;
    	self._crosshair["rightSide3"].alpha = 0;
    	self._crosshair["bottomSide"].alpha = 0;
    	self._crosshair["bottomSide0"].alpha = 0;
    	self._crosshair["bottomSide1"].alpha = 0;
    	self._crosshair["bottomSide2"].alpha = 0;
    	self._crosshair["bottomSide3"].alpha = 0;
    }
    
    destroy40mmCrosshair()
    {
    	self._crosshair["leftSide"] destroy();
    	self._crosshair["leftSide0"] destroy();
    	self._crosshair["leftSide1"] destroy();
    	self._crosshair["leftSide2"] destroy();
    	self._crosshair["leftSide3"] destroy();
    	self._crosshair["topSide"] destroy();
    	self._crosshair["topSide0"] destroy();
    	self._crosshair["topSide1"] destroy();
    	self._crosshair["topSide2"] destroy();
    	self._crosshair["topSide3"] destroy();
    	self._crosshair["rightSide"] destroy();
    	self._crosshair["rightSide0"] destroy();
    	self._crosshair["rightSide1"] destroy();
    	self._crosshair["rightSide2"] destroy();
    	self._crosshair["rightSide3"] destroy();
    	self._crosshair["bottomSide"] destroy();
    	self._crosshair["bottomSide0"] destroy();
    	self._crosshair["bottomSide1"] destroy();
    	self._crosshair["bottomSide2"] destroy();
    	self._crosshair["bottomSide3"] destroy();
    }
    
    create105mmCrosshair()
    {
    	self._crosshair["topRightVert"] = self createLine( ( 1, 1, 1 ), true, "vert", "top", 25, 200, -180, 0, 1 );
    	self._crosshair["topRightHorz"] = self createLine( ( 1, 1, 1 ), true, "horz", "right", 25, 200, -180, 0, 1 );
    
    	self._crosshair["topLeftVert"] = self createLine( ( 1, 1, 1 ), true, "vert", "top", 25, -200, -180, 0, 1 );
    	self._crosshair["topLeftHorz"] = self createLine( ( 1, 1, 1 ), true, "horz", "left", 25, -200, -180, 0, 1 );
    
    	self._crosshair["bottomRightVert"] = self createLine( ( 1, 1, 1 ), true, "vert", "bottom", 25, 200, 180, 0, 1 );
    	self._crosshair["bottomRightHorz"] = self createLine( ( 1, 1, 1 ), true, "horz", "right", 25, 200, 180, 0, 1 );
    
    	self._crosshair["bottomLeftVert"] = self createLine( ( 1, 1, 1 ), true, "vert", "bottom", 25, -200, 180, 0, 1 );
    	self._crosshair["bottomLeftHorz"] = self createLine( ( 1, 1, 1 ), true, "horz", "left", 25, -200, 180, 0, 1 );
    
    	self._crosshair["upperBoxLine"] = self createLine( ( 1, 1, 1 ), true, "horz", "center", 60, 0, -15, 0, 1 );
    	self._crosshair["righthandBoxLine"] = self createLine( ( 1, 1, 1 ), true, "vert", "middle", 30, 30, 0, 0, 1 );
    	self._crosshair["lowerBoxLine"] = self createLine( ( 1, 1, 1 ), true, "horz", "center", 60, 0, 15, 0, 1 );
    	self._crosshair["lefthandBoxLine"] = self createLine( ( 1, 1, 1 ), true, "vert", "middle", 30, -30, 0, 0, 1 );
    
    	self._crosshair["upperSpike"] = self createLine( ( 1, 1, 1 ), true, "vert", "bottom", 70, 0, -15, 0, 1 );
    	self._crosshair["righthandSpike"] = self createLine( ( 1, 1, 1 ), true, "horz", "left", 70, 30, 0, 0, 1 );
    	self._crosshair["lowerSpike"] = self createLine( ( 1, 1, 1 ), true, "vert", "top", 70, 0, 15, 0, 1 );
    	self._crosshair["lefthandSpike"] = self createLine( ( 1, 1, 1 ), true, "horz", "right", 70, -30, 0, 0, 1 );
    }
    
    show105mmCrosshair()
    {
    	self._crosshair["topRightVert"].alpha = 1;
    	self._crosshair["topRightHorz"].alpha = 1;
    	self._crosshair["topLeftVert"].alpha = 1;
    	self._crosshair["topLeftHorz"].alpha = 1;
    	self._crosshair["bottomRightVert"].alpha = 1;
    	self._crosshair["bottomRightHorz"].alpha = 1;
    	self._crosshair["bottomLeftVert"].alpha = 1;
    	self._crosshair["bottomLeftHorz"].alpha = 1;
    	self._crosshair["upperBoxLine"].alpha = 1;
    	self._crosshair["righthandBoxLine"].alpha = 1;
    	self._crosshair["lowerBoxLine"].alpha = 1;
    	self._crosshair["lefthandBoxLine"].alpha = 1;
    	self._crosshair["upperSpike"].alpha = 1;
    	self._crosshair["righthandSpike"].alpha = 1;
    	self._crosshair["lowerSpike"].alpha = 1;
    	self._crosshair["lefthandSpike"].alpha = 1;
    }
    
    hide105mmCrosshair()
    {
    	self._crosshair["topRightVert"].alpha = 0;
    	self._crosshair["topRightHorz"].alpha = 0;
    	self._crosshair["topLeftVert"].alpha = 0;
    	self._crosshair["topLeftHorz"].alpha = 0;
    	self._crosshair["bottomRightVert"].alpha = 0;
    	self._crosshair["bottomRightHorz"].alpha = 0;
    	self._crosshair["bottomLeftVert"].alpha = 0;
    	self._crosshair["bottomLeftHorz"].alpha = 0;
    	self._crosshair["upperBoxLine"].alpha = 0;
    	self._crosshair["righthandBoxLine"].alpha = 0;
    	self._crosshair["lowerBoxLine"].alpha = 0;
    	self._crosshair["lefthandBoxLine"].alpha = 0;
    	self._crosshair["upperSpike"].alpha = 0;
    	self._crosshair["righthandSpike"].alpha = 0;
    	self._crosshair["lowerSpike"].alpha = 0;
    	self._crosshair["lefthandSpike"].alpha = 0;
    }
    
    destroy105mmCrosshair()
    {
    	self._crosshair["topRightVert"] destroy();
    	self._crosshair["topRightHorz"] destroy();
    	self._crosshair["topLeftVert"] destroy();
    	self._crosshair["topLeftHorz"] destroy();
    	self._crosshair["bottomRightVert"] destroy();
    	self._crosshair["bottomRightHorz"] destroy();
    	self._crosshair["bottomLeftVert"] destroy();
    	self._crosshair["bottomLeftHorz"] destroy();
    	self._crosshair["upperBoxLine"] destroy();
    	self._crosshair["righthandBoxLine"] destroy();
    	self._crosshair["lowerBoxLine"] destroy();
    	self._crosshair["lefthandBoxLine"] destroy();
    	self._crosshair["upperSpike"] destroy();
    	self._crosshair["righthandSpike"] destroy();
    	self._crosshair["lowerSpike"] destroy();
    	self._crosshair["lefthandSpike"] destroy();
    }
    
    defaultVision()
    {
    	self setClientDvar( "r_filmTweakInvert", "0" );
    	self setClientDvar( "r_filmUseTweaks", "0" );
    	self setClientDvar( "r_filmTweakEnable", "0" );
    	self setClientDvar( "r_filmTweakLightTint", "1 1 1" );
    	self setClientDvar( "r_filmTweakSaturation", "1 1 1" );
    	self setClientDvar( "r_filmTweakHue", "0 0 0" );
    }
    
    ac130Vision()
    {
    	self setClientDvar( "r_filmUseTweaks", "1" );
    	self setClientDvar( "r_glow", "0" );
    	self setClientDvar( "r_glowRadius0", "7" );
    	self setClientDvar( "r_glowRadius1", "7" );
    	self setClientDvar( "r_glowBloomCutoff", "0.99" );
    	self setClientDvar( "r_glowBloomDesaturation", "0.65" );
    	self setClientDvar( "r_glowBloomIntensity0", "0.36" );
    	self setClientDvar( "r_glowBloomIntensity1", "0.36" );
    	self setClientDvar( "r_glowSkyBleedIntensity0", "0.29" );
    	self setClientDvar( "r_glowSkyBleedIntensity1", "0.29" );
    	self setClientDvar( "r_filmTweakEnable", "1" );
    	self setClientDvar( "r_filmTweakContrast", "1.9" );
    	self setClientDvar( "r_filmTweakBrightness", "0.4" );
    	self setClientDvar( "r_filmTweakDesaturation", "1" );
    	self setClientDvar( "r_filmTweakInvert", "0" );
    	self setClientDvar( "r_filmTweakLightTint", "1 1 1" );
    	self setClientDvar( "r_filmTweakDarkTint", "1 1 1" );
    }
    
    createReloadText()
    {
    	self._reloadText = self createFontString( "default", 1.60 );
    	self._reloadText defineElement( ( 1, 1, 1 ), true, "center", "middle", -80, 80, 0, 1 );
    	self._reloadText setText( "Reloading..." );
    }
    
    destroyReloadText()
    {
    	self._reloadText destroy();
    }
    
    createGunCorner()
    {
    	self._ac130[0] = self createFontString( "default", 1.60 );
    	self._ac130[0] defineElement( ( 1, 1, 1 ), true, "left", "bottom", 0, -40, 0, 1 );
    	self._ac130[0] setText( "25mm" );
    
    	self._ac130[1] = self createFontString( "default", 1.60 );
    	self._ac130[1] defineElement( ( 1, 1, 1 ), true, "left", "bottom", 0, -20, 0, 1 );
    	self._ac130[1] setText( "40mm" );
    
    	self._ac130[2] = self createFontString( "default", 1.60 );
    	self._ac130[2] defineElement( ( 1, 1, 1 ), true, "left", "bottom", 0, 0, 0, 1 );
    	self._ac130[2] setText( "105mm" );
    }
    
    showGunCorner()
    {
    	self._ac130[0].alpha = 1;
    	self._ac130[1].alpha = 1;
    	self._ac130[2].alpha = 1;
    }
    
    hideGunCorner()
    {
    	self._ac130[0].alpha = 0;
    	self._ac130[1].alpha = 0;
    	self._ac130[2].alpha = 0;
    }
    
    destroyGunCorner()
    {
    	self._ac130[0] destroy();
    	self._ac130[1] destroy();
    	self._ac130[2] destroy();
    }
    
    createLine( color, hideWhenInMenu, alignType, alignment, length, xOffset, yOffset, alpha, sort )
    {
    	line = newClientHudElem( self );
    	line defineElement( color, hideWhenInMenu, "center", "middle", xOffset, yOffset, alpha, sort );
    
    	if( alignType == "vert" )
    	{
    		line vertAlign( alignment );
    		line setShader( "white", 1, length );
    	}
    	else if( alignType == "horz" )
    	{
    		line horzAlign( alignment );
    		line setShader( "white", length, 1 );
    	}
    
    	return line;
    }

    0 Not allowed! Not allowed!


  7. #7
    Curret n3wbit
    Russ's Avatar
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    Gamertag: SSRunts PSN ID: DCCoexist Steam ID: dcrunts

    Default

    i added the chopper gunner to normal mod menu gsc cuz it is huge and all i did was add the #'s at top that werent there and added script for it will it work and if so will it work with this?

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  8. #8
    Member SupahTurdle's Avatar
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    Default

    Quote Originally Posted by Russ View Post
    i added the chopper gunner to normal mod menu gsc cuz it is huge and all i did was add the #'s at top that werent there and added script for it will it work and if so will it work with this?
    If I can get the AC130 from limitless to work in Nity's menu I was gonna do chopper gunner next, and then add tony's flyable plane, tony's elevator script, and some other things in additional to the crapload of stuff I already have added to it (I've been adding ALOT of stuff over like the past week, testing for errors and such for days now), so if I figure this out I'll let you know, and also lmao I'm mad dumb I didn't even look at the AC130 script besides the fact it needed one of the gsc files that it says it includes at the top, I'm gonna review all the scripts it calls from other gscs now and see if I can't figure this lil monkey out

    ***EDIT*** Yeah,umm...okay I quit now...lol.. I scanned and reviewed the code like 20 times, made all required gsc files, renamed them, resized them, copied all scripts and called on them from other gsc appropriate and still bad syntax error, I'm done lol

    ***EDIT 2*** This is as far as I got so if anyone wants to take a look and try to figure it out from how far I've gone go right ahead, just if you figure it out lemme have it or show me how please, thanks =) :http://www.mediafire.com/?m367for69ghwqqf

    0 Not allowed! Not allowed!
    Last edited by SupahTurdle; 09-17-2011 at 08:16 AM.

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