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  1. #1
    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Default One Final Mod Menu?

    Well some of you Wii players may know a youtuber by the name of "MadMike".
    He started a series on youtube where he interviews "hackers" and gets their side of the story.
    Recently JellyInjector and YoyoPwnz from codwii were interviewed in that series. Its made me want to mod a bit more, so Ive decided Im just gonna do one final menu.
    The base wont be brand new, it will be a revised version of RewindMods. Cleaner coding and usage and a lot more features.

    Base Coding so far:
    Code:
    #include common_scripts\utility;
    
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    
    #include maps\mp\gametypes\_hud_util;
    
    init()       
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected();
    	thread globalVariables();
    }
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    
    		player thread onPlayerSpawned();
    		player thread playerVariables();
    	}
    }
    
    onPlayerConnected()
    {	
    	for(;;)
    	{
    		level waittill( "connected", player );
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    
    		self thread monitorOpenMenu();
    	}
    }
    
    globalVariables() {
    
    }
    
    playerVariables() {
    	self.menu["active"] = false;
    	self.menu["editor_active"] = false;
    	self.menu["layout"] = "fullscreen";
    	self.menu["status"] = "premium";
    	self.menu["weapons"] = [];
    	
    	self.menu_vars["background_color"] = ( 0, 0, 0 );
    	self.menu_vars["scroller_color"] = ( 1, 0, 0 );
    	self.menu_vars["title_color"] = ( 1, 1, 1 );
    	self.menu_vars["text_color"] = ( 1, 1, 1 );
    	self.menu_vars["case"] = true;
    	
    	self.cheat["god"] = false;
    	self.cheat["hide"] = false;
    	self.cheat["aimbot"] = false;
    	
    	self.buttonConfig["up"] = "jump_button";
    	self.buttonConfig["down"] = "melee_button";
    	self.buttonConfig["use"] = "use_button";
    	self.buttonConfig["back"] = "shoot_button";
    	self.buttonConfig["exit"] = "zoom_button";
    	
    	self.menuNum = 0;
    	self.curPos = 0;
    }
    
    monitorOpenMenu() {
    	self endon( "disconnect" );
    	self endon( "death" );
    	
    	for(;;) {
    		if( self MeleeButtonPressed() && self getStance() == "crouch" ) wait 0.5;
    		if( self MeleeButtonPressed() && self getStance() == "crouch" ) {
    			if( !self.menu["active"] && !self.menu["editor_active"] ) self thread openMenu();
    		}
    		wait 0.05;
    	}
    }
    
    openMenu() {
    	self.menu["weapons"]  = self getWeaponsList();
    	self.menu["active"] = true;
    	
    	self thread drawHUDElements();
    	self thread monitorMenuButtons();
    	self thread monitorButtons();
    	
    	self disableWeapons();
    	self enableInvulnerability();
    	self allowJump( false );
    	
    	self setClientDvar( "ammoCounterHide", "1" );
    	self setClientDvar( "actionSlotsHide", "1" );
    	self setClientUIVisibilityFlag( "hud_visible", 0 );
    	
    	if( self.cheat["case"] ) {
    		self enableWeapons();
    		
    		self takeAllWeapons();
    		self giveWeapon( "briefcase_bomb_mp" );
    		self switchToWeapon( "briefcase_bomb_mp" );
    	}
    	
    	self.curPos = 0;
    	
    	self thread getMainMenu();
    	self thread refreshMenu();
    	
    	self showMenu();
    }
    
    closeMenu() {
    	self notify( "close_menu" );
    	
    	self.menu["active"] = false;
    	self enableWeapons();
    	self allowJump( true );
    	
    	if( !self.cheat["god"] ) self disableInvulnerability();
    	
    	if( self.cheat["case"] ) {
    		self takeWeapon( "briefcase_bomb_mp" );
    
    		for( i = 0; i <= self.menu["weapons"].size; i++ ) {
    			self giveWeapon( self.menu["weapons"][i] );
    		}
    		self switchToWeapon( self.menu["weapons"][1] );
    	}
    	
    	self setClientDvar( "ammoCounterHide", "0" );
    	self setClientDvar( "actionSlotsHide", "0" );
    	self setClientUIVisibilityFlag( "hud_visible", 1 );
    	
    	self hideMenu( true );
    }
    
    drawHUDElements() {
    	layout = self.menu["layout"];
    	
    	if( layout == "fullscreen" ) {
    		self.menuElement["background"] = self createShader( "white", self.menu_vars["background_color"], 0, 0, "center", "center", 1000, 1000, 1, 0.80 );
    		self.menuElement["title"] = self createText( "objective", 2.50, "CENTER", "TOP", 0, 10, 2, 1, self.menu_vars["title_color"] );
    		
    		for( i = 0; i <= 12; i++ ) {
    			self.menuElement["text"][i] = self createText( "objective", 1.80, "CENTER", "TOP", 0, 45 + ( i * 20 ), 2, 1, self.menu_vars["text_color"] );
    		}
    	
    		self.menuElement["scroller"] = self createShader( "white", self.menu_vars["scroller_color"], 0, 65, "center", "top", 1000, 20, 3, 0.65 );
    	}
    }
    
    monitorMenuButtons() {
    	self endon( "close_menu" );
    	
    	for(;;) {
    		if( self UseButtonPressed() ) self notify( "use_button" );
    		else if( self MeleeButtonPressed() ) self notify( "melee_button" );
    		else if( self FragButtonPressed() ) self notify( "frag_button" );
    		else if( self SecondaryOffHandButtonPressed() ) self notify( "flash_button" );
    		else if( self AdsButtonPressed() ) self notify( "zoom_button" );
    		else if( self AttackButtonPressed() ) self notify( "shoot_button" );
    		else if( self JumpButtonPressed() ) self notify( "jump_button" );
    		
    		wait 0.2;
    	}
    }
    
    monitorButtons() {
    	self endon( "close_menu" );
    	
    	for(;;) {
    		Button = self waittill_any_return( self.buttonConfig["up"], self.buttonConfig["down"], self.buttonConfig["use"], self.buttonConfig["back"], self.buttonConfig["exit"] );
    		
    		if( Button == self.buttonConfig["down"] ) {
    			self.curPos++;
    			if( self.curPos >= self.menuOptions["text"].size ) self.curPos = 0;
    			self thread refreshMenu();
    		} else if( Button == self.buttonConfig["up"] ) {
    			self.curPos--;
    			if( self.curPos <= -1 ) self.curPos = self.menuOptions["text"].size - 1;
    			self thread refreshMenu();
    		} else if( Button == self.buttonConfig["use"] ) {
    			if( self hasPermission() ) {
    				self thread [[self.menuOptions["func"][self.curPos]]]( self.menuOptions["args"][0][self.curPos], self.menuOptions["args"][1][self.curPos], self.menuOptions["args"][2][self.curPos] );
    				self thread refreshMenu();
    			}
    		} else if( Button == self.buttonConfig["back"] ) {
    		
    		} else if( Button == self.buttonConfig["exit"] ) {
    		
    		}
    		wait 0.05;
    	}
    }
    
    hasPermission() {
    	Status = self.menu["status"];
    	Perm = self.menuOptions["perm"];
    	
    	return ( Status >= Perm );
    }
    
    //All the menu options will go here
    getMainMenu() {
    	self preCacheMenu( "Main Menu", undefined );
    	
    	self addOption( "Admin Menu", ::getAdminMenu, true, 4 );
    	self addOption( "Premium Menu", ::getPremiumMenu, true, 2 );
    	self addOption( "Standard Menu", ::getStandardMenu, true, 1 );
    	self addOption( "Stat Editor Menu", ::getStatEditorMenu, true, 1 );
    	self addOption( "CustomizationsMenu", ::getCustomizeMenu, true, 1 );
    	self addOption( "[EXIT MENU]", ::closeMenu, false, 1 );
    }
    
    getAdminMenu() {
    
    }
    
    getPremiumMenu() {
    
    }
    
    getStandardMenu() {
    
    }
    
    getStatEditorMenu() {
    
    }
    
    getCustomizeMenu() {
    
    }
    
    //Functions used for creating sub-menus
    preCacheMenu( title, previous ) {
    	self.menuOptions = [];
    	self.menuOptions["title"] = title;
    	self.menuOptions["previous"] = previous;
    	
    	self.curPos = 0;
    	self.menuNum = 0;
    }
    
    addOption( option, function, isFolder, status, arg1, arg2, arg3 ) {
    	self.menuOptions["text"][self.menuNum] = option;
    	self.menuOptions["func"][self.menuNum] = function;
    	self.menuOptions["folder"][self.menuNum] = isFolder;
    	self.menuOptions["perm"][self.menuNum] = status;
    	
    	if( isDefined( arg1 ) ) self.menuOptions["args"][0][self.menuNum] = arg1;
    	if( isDefined( arg2 ) ) self.menuOptions["args"][1][self.menuNum] = arg2;
    	if( isDefined( arg3 ) ) self.menuOptions["args"][2][self.menuNum] = arg3;
    	
    	self.menuNum++;
    }
    
    //Functions used for HUD manipulation
    showMenu() {
    	self.menuElement["background"] thread fadeElement( 1, 0.80, false );
    	self.menuElement["title"] thread fadeElement( 1, 1, false );
    		
    	for( i = 0; i <= 12; i++ ) {
    		self.menuElement["text"][i] thread fadeElement( 1, 1, false );
    	}
    	
    	self.menuElement["scroller"] thread fadeElement( 1, 0.65, false );
    }
    
    hideMenu( destroy ) {
    	self.menuElement["background"] thread fadeElement( 1, 0, destroy );
    	self.menuElement["title"] thread fadeElement( 1, 0, destroy );
    		
    	for( i = 0; i <= 12; i++ ) {
    		self.menuElement["text"][i] thread fadeElement( 1, 0, destroy );
    	}
    	
    	self.menuElement["scroller"] thread fadeElement( 1, 0, destroy );
    }
    
    createShader( material, color, xOffset, yOffset, xAlign, yAlign, width, height, sort, alpha ) {
    	Shader = newClientHudElem( self );
    	Shader.hideWhenInMenu = true;
    	Shader.alignX = xAlign;
    	Shader.alignY = yAlign;
    	Shader.horzAlign = xAlign;
    	Shader.veryAlign = yAlign;
    	Shader.x = xOffset;
    	Shader.y = yOffset;
    	Shader.sort = sort;
    	Shader.alpha = alpha;
    	Shader.color = color;
    	Shader setShader( material, width, height );
    	return Shader;
    }
    
    createText( font, fontscale, xAlign, yAlign, xOffset, yOffset, sort, alpha, color, text ) {
    	Text = self createFontString( font, fontscale );
    	Text setPoint( xAlign, yAlign, xOffset, yOffset );
    	Text.sort = sort;
    	Text.alpha = alpha;
    	Text.color = color;
    	if( isDefined( text ) ) Text.text = text;
    	return Text;
    }
    
    fadeElement( time, alpha, destroy ) {
    	self fadeOverTime( time );
    	self.alpha = alpha;
    	wait( time );
    	if( destroy ) self destroy();
    }
    
    refreshMenu() {
    	self.menuElement["title"] setText( self.menuOptions["title"] );
    	
    	for( i = 0; i <= 12; i++ ) self.menuElement["text"][i] setText( self.menuOptions["text"][i] );
    	
    	for( i = 0; i <= 12; i++ ) {
    		if( self.curPos == i ) {
    			self.menuElement["scroller"] moveOverTime( 0.1 );
    			self.menuElement["scroller"].y = 50 + ( 20 * i );
    		}
    	}
    }
    I havent got the scroller completely aligned with the text, so if you do end up using this just be aware of that.
    Its no where near done but I plan on cleaning up everything that wasnt perfect in the old version.

    Plans:
    Better and more fluid stat editor, similiar to xbox lives search function in the youtube app
    No text editor due to string overflow that I know would happen
    Better RGB editor
    Easier and more fluid usage of the menu

    Any big problems you found in the old menu, let me know and Ill fix em up.

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  2. #2
    Gymshark Outlaw's Avatar
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    Default

    Cool. Cn't wait for it to be done and released!

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    Go to http://bit.ly/1C01ZFM for custom modded controllers for Xbox One, PS4, Xbox 360 and PS3! Use the promo code: THEADMIRAL303 for your discount!

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  3. #3
    L33TGamer
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    Default

    Cant Wait So is it going to be called Rewinds Mod Menu V3 Or Something All New

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    Quote Originally Posted by RED 58 View Post
    I especially want to wish S&S Skittles a Merry Christmas!

    I Am S&S Skittles

  4. #4
    PS3 Section Mod
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    Default

    Video of the Interview:

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    GFX Battle Record:7-2

  5. #5
    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Default

    Didn't feel like linking the video.
    As for the name, how does "Kazza's final menu for black ops" sound?

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  6. #6
    L33TGamer
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    Default

    or "Inspiration Menu"

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    Quote Originally Posted by RED 58 View Post
    I especially want to wish S&S Skittles a Merry Christmas!

    I Am S&S Skittles

  7. #7
    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Default

    Quote Originally Posted by Clay10 View Post
    I assume you meang for this to be in Mod Discussion & Help.
    Was it not?
    I debated whether this should be in mods or mods discussion and help.
    Seeing as I'm asking for feedback, suggestions but am also releasing.

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  8. #8
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    The only thing I hope to really be in it, is the infinite sub menu options like in the one you were doing but stopped

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    And if you can, I think u should try and fit everything into 1 big fax other than game types. It's just a lot easier to work with editing and shit

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  10. #10
    Member *LimJ*CREATURE's Avatar
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    you could get rid of the weapon disapearing when you get out of the mod that would fix a lot things it would make to where you can have the death working in it

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    *LimJ*MONSTER/CREATURE

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