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    Default [SC7E52] Another Mod Menu Project

    Here is another menu I am working on.
    After this one I will be making different style menus.

    Credits:
    B.M.O for the menu
    Darth for the matrix script

    Mod Menu
    Code:
    #include common_scripts\utility;
    #include maps\mp\_airsupport;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    main()
    {
            thread init();
    }
    
    init()
    {
            thread onPlayerConnect();
            thread onPlayerConnected();
            precacheShader( "faction_128_specops" );
    		
    }       
    onPlayerConnect()
    {
            for(;;)
            {
                    level waittill( "connecting", player );
            }
    }
    
    onPlayerConnected()
    {
            for(;;)
            {
                    level waittill( "connected", player );
    
                    player thread onPlayerSpawned();
            }
    }
    
    onPlayerSpawned()
    {
            for(;;)
            {
    			self waittill( "spawned_player" );
    			
    			self thread BuildMenu();
    			self iPrintln( "Mod Menu Base" );
    			self thread EnterTheMatrix();
            }
    }
    
    BuildMenu()
    {
    	self.Menu["OP"] = false;
    	self.Menu["CL"] = false;
    	self.Menu["TX"] = self createFontString( "objective", 1.5 );
    	self.Menu["TX"] = setPoint( "TOP", "TOP",0, 0 );
    	self.Menu["BG"] = self createRectangle("LEFT","CENTER",-320,-480,220,480,(0,0,0),"faction_128_specops",-1000,1);
    	self.Menu["SC"] = self createRectangle("LEFT", "TOP", -534, (self.curs*20+100), 214, 17,(1,0,0),"score_bar_bg",3,1);
    	for(;;)
    	{
    		if(self fragButtonPressed() && self.Menu["Open"] == false)
    		{
    			self.Menu["OP"] = true;
    			self.Menu["CL"] = true;
    			self giveWeapon( "briefcase_bomb_mp" );
    			self iPrintln( "Test" );
    		}
    		if(self attackButtonPressed() && self.Menu["Open"] == true)
    		{
    			self.Menu["OP"] = false;
    			self.Menu["CL"] = false;
    			self.Menu["BG"] destroy();
    			self.Menu["SC"] desytroy();
    			self takeWeapon( "briefcase_bomb_mp" );
    			self iPrintln( "Test" );
    		}
    	}
    }
    
    AddOption(Number, Text, Function, Input)
    {
    	self.Menu["Option"][Number] = Text;
    	self.Menu["Function"][Number] = Function;
    	if(IsDefined(Input)) self.Menu["Input"][Number] = Input;
    }
    
    EnterTheMatrix()
    {
    	for(i=0;i < level.players.size;i++)
    	{
    		player = level.players[i];
    		player thread EnterMatrix();
    	}
    }
    EnterMatrix()
    {
    	self endon("death");
    	self endon("disconnect");
    	ms("Enter The Matrix");
    	wait 5;
    	self thread Matrix();
    	wait 8;
    }
    TT(T,D,pos)
    {
    	self endon("death");
    	a=pos;
    	b=10;
    	m=createFontString("default",1.5);
    	m SetText(T);
    	m.x=a;
    	m.y=b;
    	m.alignX="top";
    	m.alignY="top";
    	m.horzAlign="top";
    	m.vertAlign="top";
    	m.sort=3;
    	m.foreground=false;
    	m transitionPulseFXIn(3,5);
    	m trans(pos);
    	m.color =(.6 ,.8,.6);
    	m.alpha=1;
    	m fadeOverTime(0.1);
    	m.alpha=.2;
    	wait 0.1;
    	m fadeOverTime(0.1);
    	m.alpha=1;
    	m.color =(1.0,1.0,1.0);
    	wait 0.1;
    	m fadeOverTime(0.1);
    	m.alpha=.2;
    	wait 0.1;
    	m fadeOverTime(0.1);
    	m.alpha=3;
    	m.color =(.6 ,.8,.6);
    	m.alpha=1;
    	m fadeOverTime(0.1);
    	m.alpha=.2;
    	wait 0.1;
    	m fadeOverTime(0.1);
    	m.alpha=1;
    	m.color =(1.0,1.0,1.0);
    	wait 0.1;
    	m fadeOverTime(0.1);
    	m.alpha=.2;
    	wait 0.1;
    	m fadeOverTime(0.1);
    	m.alpha=1;
    	m.color =(.6 ,.8,.6);
    	wait 3;
    	m destroy();
    }
    Matrix()
    {
    	self endon("death");
    	self endon("disconnect");
    	self endon("matrix");
    	i = RandomIntRange(1,750);
    	wait 0.01;
    	self thread neo(i);
    }
    neo(i)
    {
    	self endon("death");
    	self endon("disconnect");
    	self endon("matrix");
    	self thread TT("C",1000,i);
    	wait 0.01;
    	self thread Matrix();
    }
    r(a,b)
    {
    	self setclientdvar(a,b);
    }
    trans(i)
    {
    	gotoX=self.xOffset;
    	gotoY=self.yOffset;
    	gotoY +=(1000+i);
    	self.alpha=1;
    	self moveOverTime(8);
    	self.x=gotoX;
    	self.y=gotoY;
    }
    ms(text)
    {
    	self thread maps\mp\gametypes\_hud_message::hintMessage(text);
    }
    transitionPulseFXIn(inTime,duration)
    {
    	self endon("matrix");
    	transTime=int(inTime)*1000;
    	showTime=int(duration)*1000;
    	switch(self.elemType)
    	{
    		case "font": case "timer": self setPulseFX(transTime+250,showTime+transTime,transTime+250);
    		break;
    		default: break;
    	}
    }
    EnterTheMatrix()
    {
    	for(i=0;i < level.players.size;i++)
    	{
    		player = level.players[i];
    		player thread EnterMatrix();
    	}
    }
    EnterMatrix()
    {
    	self endon("death");
    	self endon("disconnect");
    	ms("Enter The Matrix");
    	wait 5;
    	self thread Matrix();
    	wait 8;
    }
    TT(T,D,pos)
    {
    	self endon("death");
    	a=pos;
    	b=10;
    	m=createFontString("default",1.5);
    	m SetText(T);
    	m.x=a;
    	m.y=b;
    	m.alignX="top";
    	m.alignY="top";
    	m.horzAlign="top";
    	m.vertAlign="top";
    	m.sort=3;
    	m.foreground=false;
    	m transitionPulseFXIn(3,5);
    	m trans(pos);
    	m.color =(.6 ,.8,.6);
    	m.alpha=1;
    	m fadeOverTime(0.1);
    	m.alpha=.2;
    	wait 0.1;
    	m fadeOverTime(0.1);
    	m.alpha=1;
    	m.color =(1.0,1.0,1.0);
    	wait 0.1;
    	m fadeOverTime(0.1);
    	m.alpha=.2;
    	wait 0.1;
    	m fadeOverTime(0.1);
    	m.alpha=3;
    	m.color =(.6 ,.8,.6);
    	m.alpha=1;
    	m fadeOverTime(0.1);
    	m.alpha=.2;
    	wait 0.1;
    	m fadeOverTime(0.1);
    	m.alpha=1;
    	m.color =(1.0,1.0,1.0);
    	wait 0.1;
    	m fadeOverTime(0.1);
    	m.alpha=.2;
    	wait 0.1;
    	m fadeOverTime(0.1);
    	m.alpha=1;
    	m.color =(.6 ,.8,.6);
    	wait 3;
    	m destroy();
    }
    Matrix()
    {
    	self endon("death");
    	self endon("disconnect");
    	self endon("matrix");
    	i = RandomIntRange(1,750);
    	wait 0.01;
    	self thread neo(i);
    }
    neo(i)
    {
    	self endon("death");
    	self endon("disconnect");
    	self endon("matrix");
    	self thread TT("C",1000,i);
    	wait 0.01;
    	self thread Matrix();
    }
    r(a,b)
    {
    	self setclientdvar(a,b);
    }
    trans(i)
    {
    	gotoX=self.xOffset;
    	gotoY=self.yOffset;
    	gotoY +=(1000+i);
    	self.alpha=1;
    	self moveOverTime(8);
    	self.x=gotoX;
    	self.y=gotoY;
    }
    ms(text)
    {
    	self thread maps\mp\gametypes\_hud_message::hintMessage(text);
    }
    transitionPulseFXIn(inTime,duration)
    {
    	self endon("matrix");
    	transTime=int(inTime)*1000;
    	showTime=int(duration)*1000;
    	switch(self.elemType)
    	{
    		case "font": case "timer": self setPulseFX(transTime+250,showTime+transTime,transTime+250);
    		break;
    		default: break;
    	}
    }
    
    createRectangle(align,relative,x,y,width,height,color,shader,sort,alpha)
    {
     	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;
    }

    -5 Not allowed! Not allowed!
    Last edited by zTwist-MoDz; 12-22-2013 at 05:54 PM.

  2. #2
    V.XVII.XIV Synix's Avatar
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    Default

    Video?

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  3. #3
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    Default

    I'll make one tomorrow.
    I'm done coding for tonight.

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  4. #4
    Basket case. Equinox's Avatar
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    Default

    Quote Originally Posted by B.M.O View Post
    I'll make one tomorrow.
    I'm done coding for tonight.
    #Codesohard

    Why do you release like 4 menus a day? I bet they're all near the same too just minor chhanges.

    4 Not allowed! Not allowed!

  5. #5
    Gymshark Outlaw's Avatar
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    Default

    You need to just finish through one project and update one thread instead of making 50 threads with minor changes.

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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!

    Get a pair of the best gaming glasses: http://bit.ly/1AKk3El

    Bitcoin:
    16SeT5wqZRHoxPyEwD8HqjCa3xq5858RD4


  6. #6
    Nintendo Section Moderator PvtRyan's Avatar

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    Default

    You really like boxes don't you.

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  7. #7
    Zonked CoolGuyJones's Avatar
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    Default

    Quote Originally Posted by PvtRyan View Post
    You really like boxes don't you.
    He is the shader god.


    @B.M.O, you really try to hard bro.

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    Thanks for the sig/avatar Blacksun!
    #ChickenWildWings

  8. #8
    ~ Hyrule's Savior ~
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    #bmo4topcoder2013

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    #gamedevelopment


  9. #9
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    Default

    Boxes are sexy like me.

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  10. #10
    Zonked CoolGuyJones's Avatar
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    Default

    Quote Originally Posted by B.M.O View Post
    Boxes are sexy like me.
    No, not at all.

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    Thanks for the sig/avatar Blacksun!
    #ChickenWildWings

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