Post: [RELEASE] Dvar Editors
01-22-2012, 09:30 PM #1
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thread this
    self thread slider( "< dvar name >", < the dvars max value > );


add this to a .gsc
    slider( dvar, max )
{
curs = 0;
slider["bar"] = createProBar((1,1,1),250,15,"","",0,-20);
slider["value"] = createValue("default",2,"","",0,-40,1,1,curs);
slider["BG"] = createRectangle("","",0,0,1000,720,(0,0,0),"white",-200,.7);
//if you add more huds use slider[- your hud here -] you dont need to add a destroy it will just destroy by its self.
for(;Winky Winky
{
self freezeControls(true);
if(self attackButtonPressed() || self adsButtonPressed())
{
curs += (max/100*self attackButtonPressed());
curs -= (max/100*self adsButtonPressed());
if(curs > max)
curs = 0;

if(curs < 0)
curs = max;

setDvar( dvar, curs );
}
if(self meleeButtonPressed())
break;

slider["bar"] updateBar( curs/max );
slider["value"] setValue( curs );
wait .05;
}
self freezeControls(false); //you dont need this in if your entering your menu.
key = getArrayKeys(slider);
for(k = 0; k < key.size; k++)
slider[key[k]] destroyElem();
}


you need to add these
    
createValue( Font, Fontscale, Align, Relative, X, Y, Alpha, Sort, Value )
{
HudValue = createFontString( Font, Fontscale, self );
HudValue setPoint( Align, Relative, X, Y );
HudValue.alpha = Alpha;
HudValue.sort = Sort;
HudValue setValue( Value );
self thread destroyElemOnDeath( HudValue );
return HudValue;
}
createProBar( Color, Width, Height, Align, Relative, X, Y )
{
Bar = createBar( Color, Width, Height, self );
Bar setPoint( Align, Relative, X, Y );
self thread destroyElemOnDeath( Bar );
return Bar;
}
createRectangle( align, relative, x, y, width, height, color, shader, sort, alpha )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
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);
self thread destroyElemOnDeath( barElemBG );
return barElemBG;
}
destroyElemOnDeath( elem )
{
self waittill("death");
if(isDefined(elem.bar))
elem destroyElem();
else
elem destroy();
}

The following 14 users say thank you to IELIITEMODZX for this useful post:

Woof, 1337HaXaLoT, Choco, Correy, iiReFuZee, ImDUB, IVI40A3Fusionz, Jeremy, Kush Friendly, Cmd-X, Taylor, xMrCheatVisionx

The following user groaned IELIITEMODZX for this awful post:

Kandy-MAN
01-27-2012, 11:04 PM #65
Karoolus
I'm the W@W Menu Guy !
Originally posted by IELIITEMODZX View Post
yeah this was made for dvars 0 and over :p


    slider( dvar, min, max, increment )
{
curs = 0;
slider["bar"] = createProBar((1,1,1),250,15,"","",0,-20);
slider["value"] = createValue("default",2,"","",0,-40,1,1,curs);
slider["BG"] = createRectangle("","",0,0,1000,720,(0,0,0),"white",-200,.7);
//if you add more huds use slider[- your hud here -] you dont need to add a destroy it will just destroy by its self.
for(;Winky Winky
{
self freezeControls(true);
if(self attackButtonPressed() || self adsButtonPressed())
{
curs += (increment*self attackButtonPressed());
curs -= (increment*self adsButtonPressed());
if(curs > max)
curs = min;

if(curs < min)
curs = max;

setDvar( dvar, curs );
}
if(self meleeButtonPressed())
break;

slider["bar"] updateBar( curs/max );
slider["value"] setValue( curs );
wait .05;
}
self freezeControls(false); //you dont need this in if your entering your menu.
key = getArrayKeys(slider);
for(k = 0; k < key.size; k++)
slider[key[k]] destroyElem();
}


added min value & increment

min value for dvars that can go negative
increment for eg timescale, which should be changed with 0.1 at a time..
01-27-2012, 11:21 PM #66
Originally posted by Karoolus View Post
    slider( dvar, min, max, increment )
{
curs = 0;
slider["bar"] = createProBar((1,1,1),250,15,"","",0,-20);
slider["value"] = createValue("default",2,"","",0,-40,1,1,curs);
slider["BG"] = createRectangle("","",0,0,1000,720,(0,0,0),"white",-200,.7);
//if you add more huds use slider[- your hud here -] you dont need to add a destroy it will just destroy by its self.
for(;Winky Winky
{
self freezeControls(true);
if(self attackButtonPressed() || self adsButtonPressed())
{
curs += (increment*self attackButtonPressed());
curs -= (increment*self adsButtonPressed());
if(curs > max)
curs = min;

if(curs < min)
curs = max;

setDvar( dvar, curs );
}
if(self meleeButtonPressed())
break;

slider["bar"] updateBar( curs/max );
slider["value"] setValue( curs );
wait .05;
}
self freezeControls(false); //you dont need this in if your entering your menu.
key = getArrayKeys(slider);
for(k = 0; k < key.size; k++)
slider[key[k]] destroyElem();
}


added min value & increment

min value for dvars that can go negative
increment for eg timescale, which should be changed with 0.1 at a time..
you dont need the increment because it will auto increce the value so it ends up to the max the dvar can go.
01-27-2012, 11:23 PM #67
Karoolus
I'm the W@W Menu Guy !
Originally posted by IELIITEMODZX View Post
you dont need the increment becouse it will auto increce the value so it ends up to the max the dvar can go.


yeah i know, but oh well, it's in there Winky Winky
01-27-2012, 11:37 PM #68
Originally posted by Karoolus View Post
yeah i know, but oh well, it's in there Winky Winky

Mine has min, max, default and plus and minus values. But I code like a noob so I don't suppose any one wants it

And apparently it looks "ugly" :cry:
    DvarSwitch(dvar) {

self endon("death");
self endon("disconnect");
self endon("set");
self thread mods\karoolus\_main_mods::doGodON();
// exit();
self disableweapons();
self.bss = createIcon("black", 1000, 1000);
self.bss setPoint("CENTER", "CENTER");
self.bss.alpha = .9;
self.bss.sort = -2;
self.pm = createprestige("CENTER", "CENTER", 0, 0, 50, 50, "rank_prestige9", 100, 2);
m = "";
y = "";
self.value = "";
self.minvalue = "";
self.maxvalue = "";
self.defaultvalue = "";
time = 0;
i("[{+smoke}] & [{+frag}] To Change Setting \n^3[{+usereload}] to set \n^3[{+melee}] to reset");
wait 0.1;
//clear();
self thread dvarbar();
self thread printchoicez(self.value);
if (dvar == "jump_height") {
y = "Jump Height";
self.value = 39;
self.minvalue = 0;
self.maxvalue = 1500;
self.defaultvalue = 39;
m = 10;
time = 0.05;
}
if (dvar == "g_gravity") {
y = "Gravity";
self.value = 800;
self.minvalue = 0;
self.maxvalue = 1500;
self.defaultvalue = 800;
m = 10;
time = 0.05;
}
if (dvar == "timescale") {
y = "Time Scale";
self.value = 1;
self.minvalue = 0.1;
self.maxvalue = 3;
self.defaultvalue = 1;
m = 0.1;
time = 0.2;
}
if (dvar == "scr_xpscale") {
y = "XP";
self.value = 1;
self.minvalue = -3000;
self.maxvalue = 6000;
self.defaultvalue = 1;
m = 100;
time = 0.05;
}
if (dvar == "Shadows") {
y = "DayLight";
self.bss destroy();
self.value = 800;
self.minvalue = 0;
self.maxvalue = 1500;
self.defaultvalue = 900;
m = 10;
time = 0.05;
}

while (1) {


if (self secondaryoffhandbuttonpressed()) {
self.value -= m;
if (self.value > self.maxvalue) self.value = self.maxvalue;
if (self.value < self.minvalue) self.value = self.minvalue;


}

if (self fragbuttonpressed()) {
self.value += m;
if (self.value > self.maxvalue) self.value = self.maxvalue;
if (self.value < self.minvalue) self.value = self.minvalue;




}


if (self usebuttonpressed()) {
clear();

self enableweapons();
self.dvarbar destroyElem();
self notify("setz");
clear();
iB("^3" + y + " ^3Set To ^3" + self.value);
wait.01;
if (isDefined(self.bss)) {
self.bss destroy();
}
self.pm destroy();
self thread mods\karoolus\_main_mods::doGodOFF();
wait 0.01;
self notify("set");
}
if (self meleebuttonpressed()) {
self.value = self.defaultvalue;
}


setDvar(dvar, self.value);
self setClientDvar(dvar, self.value);
if (dvar == "Shadows") {
l = self.value / 38;
VisionSetNaked("armada", 0);
setExpFog(l, self.value, 0, 0, 0, 0.1);
}
if (dvar == "scr_xpscale") level.xpscale = self.value;
wait time;

}

}

dvarbar() {
self endon("set");
self endon("death");
self.dvarbar = createPrimaryProgressBar(25);
self.dvarbar.alpha = 1.3;
//self.dvarbar.sort=9;


for (;Winky Winky {

self.dvarbar updateBar(self.value / self.maxvalue);

wait 0.01;
}
}

printchoicez() {
self endon("death");
self endon("disconnect");
self endon("setz");
for (;Winky Winky {

IB(self.value);
wait 0.1;
clear();
wait 1;
}
}

clear() {
iB("\n");
wait 0.1;
iB("\n");
wait 0.1;
iB("\n");
wait 0.1;
iB("\n");
wait 0.1;
iB("\n");
}
createprestige(align,relative,x,y,width,height,shader,sort,alpha)
{
p=newClientHudElem(self);
p.elemType="icon";
if(!level.splitScreen)
{
p.x=-2;
p.y=-2;
}
p.width=width;
p.height=height;
p.align=align;
p.relative=relative;
p.xOffset=0;
p.yOffset=0;
p.children=[];
p.sort=sort;
p.alpha=alpha;
p setParent(level.uiParent);
p setShader(shader,width,height);
p.hidden=false;
p setPoint(align,relative,x,y);
return p;
}
i(text)
{
self iprintln("^3"+text);
}
IB(text)
{
self iprintlnbold("^3"+text);
}
Last edited by x_DaftVader_x ; 01-27-2012 at 11:56 PM.
01-27-2012, 11:43 PM #69
Originally posted by x. View Post
Mine has min, max, default and plus and minus values. But I code like a noob so I don't suppose any one wants it :cry:
    DvarSwitch(dvar) {

self endon("death");
self endon("disconnect");
self endon("set");
self thread mods\karoolus\_main_mods::doGodON();
exit();
self disableweapons();
self.bss = createIcon("black", 1000, 1000);
self.bss setPoint("CENTER", "CENTER");
self.bss.alpha = .9;
self.bss.sort = -2;
self.pm = createprestige("CENTER", "CENTER", 0, 0, 50, 50, "rank_prestige9", 100, 2);
m = "";
y = "";
self.value = "";
self.minvalue = "";
self.maxvalue = "";
self.defaultvalue = "";
time = 0;
i("[{+smoke}] & [{+frag}] To Change Setting \n^3[{+usereload}] to set \n^3[{+melee}] to reset");
wait 0.1;
//clear();
self thread dvarbar();
self thread printchoicez(self.value);
if (dvar == "jump_height") {
y = "Jump Height";
self.value = 39;
self.minvalue = 0;
self.maxvalue = 1500;
self.defaultvalue = 39;
m = 10;
time = 0.05;
}
if (dvar == "g_gravity") {
y = "Gravity";
self.value = 800;
self.minvalue = 0;
self.maxvalue = 1500;
self.defaultvalue = 800;
m = 10;
time = 0.05;
}
if (dvar == "timescale") {
y = "Time Scale";
self.value = 1;
self.minvalue = 0.1;
self.maxvalue = 3;
self.defaultvalue = 1;
m = 0.1;
time = 0.2;
}
if (dvar == "scr_xpscale") {
y = "XP";
self.value = 1;
self.minvalue = -3000;
self.maxvalue = 6000;
self.defaultvalue = 1;
m = 100;
time = 0.05;
}
if (dvar == "Shadows") {
y = "DayLight";
self.bss destroy();
self.value = 800;
self.minvalue = 0;
self.maxvalue = 1500;
self.defaultvalue = 900;
m = 10;
time = 0.05;
}

while (1) {


if (self secondaryoffhandbuttonpressed()) {
self.value -= m;
if (self.value > self.maxvalue) self.value = self.maxvalue;
if (self.value < self.minvalue) self.value = self.minvalue;


}

if (self fragbuttonpressed()) {
self.value += m;
if (self.value > self.maxvalue) self.value = self.maxvalue;
if (self.value < self.minvalue) self.value = self.minvalue;




}


if (self usebuttonpressed()) {
clear();

self enableweapons();
self.dvarbar destroyElem();
self notify("setz");
clear();
iB("^3" + y + " ^3Set To ^3" + self.value);
wait.01;
if (isDefined(self.bss)) {
self.bss destroy();
}
self.pm destroy();
self thread mods\karoolus\_main_mods::doGodOFF();
wait 0.01;
self notify("set");
}
if (self meleebuttonpressed()) {
self.value = self.defaultvalue;
}


setDvar(dvar, self.value);
self setClientDvar(dvar, self.value);
if (dvar == "Shadows") {
l = self.value / 38;
VisionSetNaked("armada", 0);
setExpFog(l, self.value, 0, 0, 0, 0.1);
}
if (dvar == "scr_xpscale") level.xpscale = self.value;
wait time;

}

}

dvarbar() {
self endon("set");
self endon("death");
self.dvarbar = createPrimaryProgressBar(25);
self.dvarbar.alpha = 1.3;
//self.dvarbar.sort=9;


for (;Winky Winky {

self.dvarbar updateBar(self.value / self.maxvalue);

wait 0.01;
}
}

printchoicez() {
self endon("death");
self endon("disconnect");
self endon("setz");
for (;Winky Winky {

IB(self.value);
wait 0.1;
clear();
wait 1;
}
}

clear() {
iB("\n");
wait 0.1;
iB("\n");
wait 0.1;
iB("\n");
wait 0.1;
iB("\n");
wait 0.1;
iB("\n");
}
createprestige(align,relative,x,y,width,height,shader,sort,alpha)
{
p=newClientHudElem(self);
p.elemType="icon";
if(!level.splitScreen)
{
p.x=-2;
p.y=-2;
}
p.width=width;
p.height=height;
p.align=align;
p.relative=relative;
p.xOffset=0;
p.yOffset=0;
p.children=[];
p.sort=sort;
p.alpha=alpha;
p setParent(level.uiParent);
p setShader(shader,width,height);
p.hidden=false;
p setPoint(align,relative,x,y);
return p;
}
lol i love to see your codes :PBJ: there so nice and small :wub:
01-27-2012, 11:52 PM #70
Originally posted by IELIITEMODZX View Post
lol i love to see your codes :PBJ: there so nice and small :wub:
size ain't everything . Happy
01-27-2012, 11:55 PM #71
Originally posted by x. View Post
size ain't everything . Happy


true its how good it works Happy

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