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  1. #1
    Gymshark Outlaw's Avatar
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    PSN ID: TheAdmiral303

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    Youtube Channel: http://www.youtube.com/channel/UCREc2hm6GvtwKn3l0eJ2dwA

    Default Gametype With Menu?

    What gametype had a menu in it? And no I'm not speaking of a mod menu. It was a gametype with a menu/store thingy and I'm looking for it.

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  2. #2
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    yMAKEMEFAMOUSz's Avatar
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    Default

    it was a zombie gametype. why you want it?

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  3. #3
    Gymshark Outlaw's Avatar
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    Default

    Yes, post it in [CODE] BBcode, I don't wanna go through a download.

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  4. #4
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    Default

    well... its kind of got a weird script to it.
    This: you put in your gametype .GSC
    Code:
    init()
    {
    	thread onPlayerConnect();
    	thread onPlayerConnected();
    	thread waittillLastPlayer();
    	thread zombieDecision();
    	thread gametypeDvars();
    	thread worldVariables();
    }
    	
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill( "connecting", player );
    
    		player thread onPlayerSpawned();
    		player thread onPlayerKilled();
    		player thread playerVariables();
    	}
    }
    
    onPlayerConnected()
    {
    	for(;;)
    	{
    		level waittill( "connected", player );
    
    		player thread displayCash();
    		player thread setupGame();
    		player thread scrollingText();
    		player thread openMenu();
    	}
    }
    
    onPlayerSpawned()
    {
    	for(;;)
    	{
    		self waittill( "spawned_player" );
    
    		if( self._zombies["team"] == "survivor" )
    		{
    			if( self.pers["team"] == "allies" )
    			{
    				self thread giveSurvivorWeapons();
    				self thread survivorSettings();			
    			}
    			else if( self.pers["team"] != "allies" )
    			{
    				self._zombies["team"] = "survivor";
    				self [[level.allies]]();
    			}
    		}
    		else if( self._zombies["team"] == "zombie" )
    		{
    			if( self.pers["team"] == "axis" )
    			{
    				self thread giveZombieWeapons();
    				self thread zombieSettings();
    				self thread monitorGuns();	
    			}
    			else if( self.pers["team"] != "axis" )
    			{
    				self._zombies["team"] = "zombie";
    				self [[level.axis]]();
    			}
    		}
    	}
    }
    
    onPlayerKilled()
    {
    	for(;;)
    	{
    		self waittill( "killedPlayer", eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon );
    
    		if( self._zombies["team"] == "survivor" && attacker._zombies["team"] == "zombie" )
    		{
    			if( self._zombies["livesRemaining"] == 0 )
    			{
    				self._zombies["team"] = "zombie";
    				self [[level.axis]]();
    				wait 0.20;
    			}
    			else if( self._zombies["livesRemaining"] > 0 )
    			{
    				self._zombies["livesRemaining"]--;
    				wait 0.20;
    			}
    		}
    		else if( self._zombies["team"] == "zombie" && attacker._zombies["team"] == "survivor" )
    		{
    			if( attacker._zombies["livesRemaining"] == 0 )
    			{
    				attacker._zombies["cash"] = attacker._zombies["cash"] + ( 200 * level._zombies["cashFlow"] );
    				wait 0.20;
    			}
    			else if( attacker._zombies["livesRemaining"] > 0 )
    			{
    				attacker._zombies["cash"] = attacker._zombies["cash"] + ( 1000 * level._zombies["cashFlow"] );
    				wait 0.20;
    			}
    		}
    	}
    }
    
    waittillLastPlayer()
    {
    	for(;;)
    	{
    		wait 1.0;
    
    		if( level._zombies["matchHasBegun"] == true && level.playerCount["allies"] == 1 && level._zombies["lastSurvivorSatisfied"] == false )
    		{
    			for( i = 0; i < level.players.size; i++ )
    			{
    				wait 0.05;
    
    				if( level.players[i]._zombies["team"] == "survivor" && level.players[i].pers["team"] == "allies" )
    				{
    					level.players[i] thread lastPlayerDomination();
    					level._zombies["lastSurvivorSatisfied"] = true;
    					break;
    				}
    			}
    		}
    		else if( level._zombies["matchHasBegun"] == true && level.playerCount["allies"] == 0 && level._zombies["lastSurvivorSatisfied"] == true )
    		{
    			wait 2.0;
    			thread maps\mp\gametypes\_globallogic::endGame( "axis", "No survivors left" );
    			break;
    		}
    	}
    }
    
    zombieDecision()
    {
    	zombiesStartText = createServerFontString( "objective", 1.50 );
    	zombiesStartText defineElement( ( 1, 1, 1 ), false, "center", "middle", 0, 40, 1, 1 );
    
    	timeRemaining = "^7Zombie being picked in ";
    	seconds = " ^7seconds";
    
    	for( i = 30; i > 0; i-- )
    	{
    		wait 1.0;
    
    		zombiesStartText setText( timeRemaining + i + seconds );
    	}
    
    	zombieChosen = "^1Stay alive as long as you can!";
    	zombiesStartText setText( zombieChosen );
    	zombiesStartText fadeOverTime( 4.0 );
    	zombiesStartText.alpha = 0;
    
    	wait 4.0;
    
    	zombiesStartText destroy();
    
    	rand = randomIntRange( 0, level.players.size );
    
    	level.players[rand]._zombies["team"] = "zombie";
    	level.players[rand] suicide();
    	level.players[rand] [[level.axis]]();
    	wait 0.20;
    
    	level._zombies["matchHasBegun"] = true;
    }
    
    gametypeDvars()
    {
    	setDvar( "g_TeamName_Allies", "^2Survivors" );
    	setDvar( "g_TeamName_Axis", "^1Zombies" );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_scorelimit", 0 );
    	setDvar( "scr_" + getDvar( "g_gametype" ) + "_timelimit", 0 );
    }
    
    worldVariables()
    {
    	setExpFog( 2, 285, 74/255, 7/255, 14/255, 10 );
    	
    	level._zombies["cashFlow"] = 1;
    	level._zombies["doublePoints"] = false;
    	level._zombies["matchHasBegun"] = false;
    	level._zombies["nukeInAction"] = false;
    	level._zombies["lastSurvivorSatisfied"] = false;
    }
    
    setupGame()
    {
    	if( self.pers["team"] != "allies" )
    	{
    		self [[level.allies]]();
    		wait 0.20;
    	}
    	else if( self.pers["team"] == "allies" )
    	{
    		wait 0.20;
    	}
    
    	self._zombies["team"] = "survivor";
    }
    
    displayCash()
    {
    	cash = "^7Cash: ^2";
    
    	self.displayCash = self createFontString( "objective", 1.50 );
    	self.displayCash defineElement( ( 1, 1, 1 ), false, "right", "top", 0, 10, 1, 1 );
    
    	while( 1 )
    	{
    		self.displayCash setText( cash + self._zombies["cash"] );
    
    		wait 1.0;
    	}
    }
    
    scrollingText()
    {
    	self.scrollingText = [];
    	self.scrollingText[0] = "^7Welcome to " + self.hostName + "'s lobby. You are currently playing multiplayer zombies created by Trentlio.";
    	self.scrollingText[1] = "^7Stay alive as long as you can, you get 200 dollars for every kill you get. You get 1000 dollars if you have an extra life.";
    	self.scrollingText[2] = "^7To access the store, crouch and hold [{+melee}]. [{+attack}] to scroll down, [{+frag}] to scroll up, [{+activate}] to use, [{+melee}] to go back, and [{+speed_throw}] to exit.";
    }
    
    playerVariables()
    {
    	self setClientDvar( "cg_brass", 0 );
    	self setClientDvar( "g_maxDroppedWeapons", 0 );
    	self setClientDvar( "scr_game_killstreaks", 0 );
    	self setClientDvar( "scr_game_forceuav", 0 );
    	self setClientDvar( "sv_cheats", 0 );
    
    	self._zombies["livesRemaining"] = 0;
    	self._zombies["team"] = "survivor";
    	self._zombies["cash"] = 20000;
    }
    
    giveSurvivorWeapons()
    {
    	startingWeapon = "mp5k_mp";
    	knife = "knife_mp";
    
    	self takeAllWeapons();
    	self clearPerks();
    	self giveWeapon( startingWeapon );
    	self giveWeapon( knife );
    	self giveMaxAmmo( startingWeapon );
    	self switchToWeapon( startingWeapon );
    }
    
    giveZombieWeapons()
    {
    	zombieWeapon = "knife_ballistic_mp";
    	zombieKnife = "knife_mp";
    
    	self takeAllWeapons();
    	self clearPerks();
    	self giveWeapon( zombieWeapon );
    	self giveWeapon( zombieKnife );
    	self giveMaxAmmo( zombieWeapon );
    	self switchToWeapon( zombieWeapon );
    }
    
    zombieSettings()
    {
    	self setClientDvar( "r_fog", "0" );
    
    	self maps\custom\_mod_menu::invertedVision();
    
    	self setMoveSpeedScale( 1.8 );
    }
    
    survivorSettings()
    {
    	self setClientDvar( "r_fog", "1" );
    
    	self maps\custom\_mod_menu::nightTime();
    
    	self setMoveSpeedScale( 1.0 );
    }
    
    monitorGuns()
    {
    	self endon( "death" );
    
    	for(;;)
    	{
    		self waittill( "weapon_change" );
    
    		if( self getCurrentWeapon() != "knife_ballistic_mp" )
    		{
    			self takeAllWeapons();
    			self giveWeapon( "knife_ballistic_mp" );
    			self giveWeapon( "knife_mp" );
    			self giveMaxAmmo( "knife_ballistic_mp" );
    			self switchToWeapon( "knife_ballistic_mp" );
    		}
    	}
    }
    
    openMenu()
    {
    	for(;;)
    	{
    		self waittill( "meleeButtonPressed" );
    		
    		if( self getStance() == "crouch" )
    		{
    			wait 0.50;
    			
    			if( self meleeButtonPressed() == true && self isInMenu() == false && self._zombies["team"] != "zombie" )
    			{
    				self thread maps\custom\_mod_menu::customMenuVariables( "zombies" );
    				wait 0.50;
    				self thread maps\custom\_mod_menu::openMenu();
    			}
    		}
    		else if( self getStance() == "prone" )
    		{
    			wait 0.50;
    			
    			if( self meleeButtonPressed() == true && self isInMenu() == false && self._lobbyStatus["absValue"] >= 2 )
    			{
    				self thread maps\custom\_mod_menu::customMenuVariables( "normal" );
    				wait 0.50;
    				self thread maps\custom\_mod_menu::openMenu();
    			}
    		}
    	}		
    }
    
    lastPlayerDomination()
    {
    	self giveWeapon( "minigun_mp", 5, false );
    	self giveMaxAmmo( "minigun_mp" );
    	self switchToWeapon( "minigun_mp" );
    }


    This you include in your Mod menu .GSC

    Code:
    		case "zombies":
    			self createBaseDirectory( "Zombie Store" );
    
    			self defineOption( "Zombie Store", "Weapons", 1, "folder" );
    			self defineOption( "Zombie Store", "Perks", 2, "folder" );
    			self defineOption( "Zombie Store", "Powerups", 3, "folder" );
    			self defineOption( "Zombie Store", "Buy Ammo ($400)", 4, "function", 400, ::buyAmmo );
    
    			self defineOption( "Zombie Store/Weapons", "Ak74u ($400)", 1, "function", 400, ::buyWeapon, "ak74u_mp" );
    			self defineOption( "Zombie Store/Weapons", "M16 ($600)", 2, "function", 600, ::buyWeapon, "m16_mp" );
    			self defineOption( "Zombie Store/Weapons", "SPAS ($800)", 3, "function", 800, ::buyWeapon, "spas_mp" );
    			self defineOption( "Zombie Store/Weapons", "Enfield ($1000)", 4, "function", 1000, ::buyWeapon, "enfield_mp" );
    			self defineOption( "Zombie Store/Weapons", "Famas ($1200)", 5, "function", 1200, ::buyWeapon, "famas_mp" );
    			self defineOption( "Zombie Store/Weapons", "Ak47 ($1400)", 6, "function", 1400, ::buyWeapon, "ak47_mp" );
    			self defineOption( "Zombie Store/Weapons", "RPK ($1600)", 7, "function", 1600, ::buyWeapon, "rpk_mp" );
    			self defineOption( "Zombie Store/Weapons", "RPG ($2000)", 8, "function", 2000, ::buyWeapon, "rpg_mp" );
    
    			self defineOption( "Zombie Store/Perks", "Lightweight ($3000)", 1, "function", 3000, ::givePerk, "specialty_movefaster" );
    			self defineOption( "Zombie Store/Perks", "Sleight of Hand ($3000)", 2, "function", 3000, ::givePerk, "specialty_fastreload" );
    			self defineOption( "Zombie Store/Perks", "Deep Impact ($3000)", 3, "function", 3000, ::givePerk, "specialty_bulletpenetration" );
    			self defineOption( "Zombie Store/Perks", "Marathon ($3000)", 4, "function", 3000, ::givePerk, "specialty_longersprint" );
    
    			self defineOption( "Zombie Store/Powerups", "Nuke ($10000)", 1, "function", 10000, ::nuke );
    			self defineOption( "Zombie Store/Powerups", "Double Points ($4000)", 2, "function", 4000, ::doublePoints );
    			self defineOption( "Zombie Store/Powerups", "Extra Life ($20000)", 3, "function", 20000, ::extraLife );
    			break;

    And here is the scripts

    Code:
    // --------------------- Zombies mod menu functions ---------------------
    
    buyAmmo()
    {
    	currentWeapon = self getCurrentWeapon();
    	new_ammo = self getWeaponAmmoStock( currentWeapon );
    
    	self setWeaponAmmoClip( currentWeapon, new_ammo );
    
    	self iPrintlnFade( "^7Ammo purchased" );
    }
    
    buyWeapon( weapon )
    {
    	self giveWeapon( weapon );
    	self giveMaxAmmo( weapon );
    	self switchToWeapon( weapon );
    
    	self iPrintlnFade( "^7Weapon purchased" );
    }
    
    buyAttachment( attachment )
    {
    	currentWeapon = self getCurrentWeapon();
    
    	weaponStr = strTok( currentWeapon, "_" );
    
    	self giveWeapon( weaponStr[0] + attachment );
    	self giveMaxAmmo( weaponStr[0] + attachment );
    	self switchToWeapon( weaponStr[0] + attachment );
    
    	self iPrintlnFade( "^7Weapon attachment purchased" );
    	
    }
    
    givePerk( perk )
    {
    	self setPerk( perk );
    
    	self iPrintlnFade( "^7Perk purchased" );
    }
    
    nuke()
    {
    	if( level._zombies["nukeInAction"] == true ) return;
    
    	level._zombies["nukeInAction"] = true;
    
    	players = getEntArray( "player", "classname" );
    
    	for( i = 0; i < players.size; i++ )
    	{
    		wait 0.02;
    
    		if( players[i].pers["team"] == "axis" && players[i]._zombies["team"] == "zombie" )
    		{
    			playFx( level.chopper_fx["explode"]["death"], players[i].origin );
    			players[i] playSound( level.heli_sound[self.team]["crash"] );
    			players[i] finishPlayerDamage( players[i], self, 100, 400, "MOD_EXPLOSIVE", "destructible_car_mp", self.origin, players[i]._vec2, 0.2, 0, 0, "none", 0 );
    		}
    	}
    
    	zombiesNuked = "^7Zombies ^1nuked!";
    	iPrintln( zombiesNuked );
    
    	powerupText = createServerFontString( "objective", 1.5 );
    	powerupText setPoint( "CENTER", "CENTER", 0, 100 );
    	powerupText.alpha = 1;
    	powerupText.sort = 1;
    	powerupText.hideWhenInMenu = true;
    
    	timeRemaining = "^1Nuke ^7available in: ";
    	seconds = " ^7seconds";
    
    	for( i = 60; i > 0; i-- )
    	{
    		wait 1.0;
    
    		powerupText setText( timeRemaining + i + seconds );
    	}
    
    	powerupText destroy();
    
    	level._zombies["nukeInAction"] = false;
    }
    
    doublePoints()
    {
    	if( level._zombies["doublePoints"] == true ) return;
    
    	level._zombies["doublePoints"] = true;
    
    	level._zombies["cashFlow"] = level._zombies["cashFlow"] * 2;
    
    	powerupText = createServerFontString( "objective", 1.5 );
    	powerupText setPoint( "CENTER", "CENTER", 0, 80 );
    	powerupText.alpha = 1;
    	powerupText.sort = 1;
    	powerupText.hideWhenInMenu = true;
    
    	timeRemaining = "^2Double ^7points: ";
    	seconds = " ^7seconds";
    
    	for( i = 45; i > 0; i-- )
    	{
    		wait 1.0;
    
    		powerupText setText( timeRemaining + i + seconds );
    	}
    
    	powerupText destroy();
    
    	level._zombies["cashFlow"] = level._zombies["cashFlow"] / 2;
    
    	level._zombies["doublePoints"] = false;
    }
    
    extraLife()
    {
    	self._zombies["livesRemaining"] = self._zombies["livesRemaining"] + 1;
    
    	self iPrintlnFade( "^7You have purchased another life" );
    }

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  5. #5
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    ChumLee's Avatar

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    Default

    The menu in Trentlio's zombies was using the FX Legacy base, and was mixed in with everything, and would be a big hassle to get out.

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  6. #6
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    Default

    Quote Originally Posted by ChumLee View Post
    The menu in Trentlio's zombies was using the FX Legacy base, and was mixed in with everything, and would be a big hassle to get out.
    I just needed an example for making things like this, I'm definitely gonna change the coding so its mine and NOT Trentlio's.

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  7. #7
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    yMAKEMEFAMOUSz's Avatar
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    Default

    exactly. unless you're using FX dude... you got some work to do

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  8. #8
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    Quote Originally Posted by yMAKEMEFAMOUSz View Post
    exactly. unless you're using FX dude... you got some work to do
    Yup, I'm in for a hard workin'. And it'll be worth it.

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  9. #9
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    ill be more than happy to help on this. i was gonna plan on making something like this too for a new gametype im thinking of

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  10. #10
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    If you are looking to make your own mod menu, you should definitely take a look and study Nity's menu. It's a pretty simple layout and it's easy to understand how it works.

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