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  1. Original Post
    Banned

    Default Main Menu style - menu base

    Thanks to everyone who helped me with this
    (Basically everyone who's active in here (You know who you are ((=D) ) ) for helping with overflows, shaders and general help along the way.


    Obviously not the most advanced menu, but it looks pretty :fa: .



    I have included a player menu, Admin Menu, and VIP (Obviously with verification) :smile:.

    Controls :
    Grenade - Open / Back / Close
    Square - Choose
    R1 | L1 - Scroll

    PHP Code:
    //thread from rank with: thread maps\mp\gametypes\menubs::init();
    //replace menubs with whatever your gsc is called

    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    init()
    {
        
    level thread onPlayerConnect();
        
    precacheShader"gradient_fadein" );
        
    precacheShader"animbg_blur_front" );
    }
    onPlayerConnect()
    {
        for(;;)
        {
            
    level waittill"connected");
            
    p thread onPlayerSpawned();
        }
    }
    onPlayerSpawned()
    {
        
    self.menuPos 0;
        
    self.menuOpen false;
        
    self.subOpen false;
        
    self.menuString=("");
        
    self.menuTitles=[];
        
    self.functions=[];
        if(
    self.name == level.hostname)
        {
            
    self.status="Admin";
            
    self thread monitorOpen();
        }
        else
        {
            
    self.status="Unverified";
        }
        for(;;)
        {
            
    self thread death();
            
    self waittill"spawned_player" );
        }
    }
    monitorOpen()
    {
        
    self endon("disconnect");
        
    self endon("negged");
        for(;;)
        {
            if(
    self fragButtonPressed())
            {
                if(
    self.menuOpen == false)
                {
                    
    self thread mainMenu();
                    
    self thread monitorbtn();
                    
    self thread openCloseMenu(true,false,0,10,0,1,true);
                    
    self thread showShaders();
                }
                else if(
    self.subOpen ==true)
                {
                    
    self thread mainMenu();
                }
                else
                {
                    
    self.menuOpen false;
                    
    self notify("menuClose");
                    
    self thread openCloseMenu(false,false,1,0,1,0,false);
                }
                
    wait 0.3;
            }
            
    wait 0.1;
        }
    }
    monitorbtn()
    {
        
    self endon("disconnect");
        
    self endon("menuClose");
        for(;;)
        {
            if(
    self AttackButtonPressed())
            {
                if(
    self.menuPos==self.menuThreads)
                {
                    
    self.menuPos = -1;
                }
                
    self.menuPos++;
                
    self thread shaderMove();
                
    wait 0.3;
            }
            if(
    self AdsButtonPressed())
            {
                if(
    self.menuPos==0)
                {
                    
    self.menuPos self.menuThreads +1;
                }
                
    self.menuPos--;
                
    self thread shaderMove();
                
    wait 0.3;
            }
            if(
    self useButtonPressed())
            {
                
    self thread [[self.functions[self.menuPos]]]();
                
    wait 0.3;
            }
            
    wait 0.1;
        }
    }
    buildMenu()
    {
        
    self.menuDisp destroy();
        
    self.menuDisp self createFontString"default"1.6 );
        
    self.menuDisp setPoint"TOPLEFT""TOPLEFT"3060 );
        
    self.menuDisp.glowColor = (0.3,0,0);
        
    self.menuDisp.glowAlpha 1;
        
    self.menuDisp.foreground true;
        
    self.menuDisp.archived false;
        for(
    i=0;i<self.menuThreads+1;i++)
        {
            
    self.menuString self.menuString "\n" +self.menuTitles[i];
        }
        
    self.menuDisp setText("Status: "+self.status"\n"+self.menuString);
        
    self.menuString=("");
    }
    buildSub(sub,mThreads,a1)
    {
        
    self.subOpen=sub;
        
    self.menuPos 0;
        
    self.menuThreads mThreads;
        
    self.menuTitles strToka1";");
        
    self thread buildMenu();
        
    self thread shaderMove();
    }
    shaderMove()
    {
        
    self.scroll moveOverTime(.1);
        
    self.scroll.= (101+(self.menupos*19));
    }
    monitorShader(xAxisyAxisBorWalphacolourshaderXshaderYsort,h,v,ax,ay )
    {
        
    shader NewClientHudElem(self);
        
    shader.alignX AX;
        
    shader.alignY AY;
        
    shader.horzAlign h;
        
    shader.vertAlign v;
        
    shader.xAxis;
        
    shader.yAxis;
        
    shader.foreground false;
        
    shader.color colour;
        
    shader.alpha 0;
        
    shader fadeOverTime0.7 );
        
    shader.alpha alpha;
        
    shader setshader(BorWshaderXshaderY);
        
    shader.sort sort;
        return 
    shader;
    }
    showShaders()
    {
        
    self.scroll monitorShader(0,101+(self.menupos*19), "gradient_fadein"0.7,((239/255),(133/255),0), 200153,"left","left","TOPLEFT","TOPLEFT");
        
    self.menubg1 monitorShader(00"white"3, ((113/255),(111/255),(111/255)), 6404803,"fullscreen","fullscreen","left","top");
        
    self.menuShad1 monitorShader(00"gradient_fadein"0.8, (0,0,0), 2006003,"left","left","TOPLEFT","TOPLEFT");
        
    self.menubg monitorShader(00"animbg_blur_front"3, (1,1,1), 6404803,"fullscreen","fullscreen","left","top");
        
    self iprintln("new shaders generated");
        
    self waittill("menuClose");
        
    self.scroll destroy();
        
    self.menudisp destroy();
        
    self.menuShad1 destroy();
        
    self.menubg destroy();
        
    self.menubg1 destroy();
    }
    openCloseMenu(a1,a2,a3,a4,a5,a6,a7)
    {
        
    self.menuOpen=a1;
        
    self.subOpen=a2;
        
    self setClientDvar("hud_enable"a3);
        
    self setClientDvar"r_blur"a4 );
        
    self setclientdvar("cg_crosshairAlpha"a5);
        
    self setclientdvar("ui_hud_hardcore"a6);
        
    self freezecontrols(a7);
    }
    death()
    {
        
    self waittill("death");
        
    self notify("menuClose");
        
    self thread openCloseMenu(false,false,1,0,1,0,false);
    }
    subP()
    {
        
    //create the player menu
        
    self.p=("");
        for( 
    0;level.players.size;i++ )
        {
            
    self.self.p"[" +level.players[i].status"] "+level.players[i].name+";";
            
    self.functions[i] = ::subPlayer;
        }
        
    self thread buildSub(true,level.players.size-1,self.p);
    }
    mainMenu()
    {
        
    a=0;
        
    //checks the verification level
        
    if(self.status == "Admin"){a=5;}
        if(
    self.status == "VIP"){a=3;}
        if(
    self.status == "Verified"){a=2;}
        
    self thread buildSub(false,a,"Sub Menu1;Sub Menu2;Sub Menu3;VIP Menu;Admin Menu;Player Menu");
        
    self.functions[0] = ::sub0;
        
    self.functions[1] = ::sub1;
        
    self.functions[2] = ::sub2;
        
    self.functions[3] = ::sub3;
        
    self.functions[4] = ::sub4;
        
    self.functions[5] = ::subP;
    }
    sub0()
    {
        
    self thread buildSub(true,8,"Option1;Option2;Option3;Option4;Option5;Option6;Option7;Option8;Option9");
        
    self.functions[0] = ::blank;
        
    self.functions[1] = ::blank;
        
    self.functions[2] = ::blank;
        
    self.functions[3] = ::blank;
        
    self.functions[4] = ::blank;
        
    self.functions[5] = ::blank;
        
    self.functions[6] = ::blank;
        
    self.functions[7] = ::blank;
        
    self.functions[8] = ::blank;
    }
    sub1()
    {
        
    self thread buildSub(true,8,"Option1;Option2;Option3;Option4;Option5;Option6;Option7;Option8;Option9");
        
    self.functions[0] = ::blank;
        
    self.functions[1] = ::blank;
        
    self.functions[2] = ::blank;
        
    self.functions[3] = ::blank;
        
    self.functions[4] = ::blank;
        
    self.functions[5] = ::blank;
        
    self.functions[6] = ::blank;
        
    self.functions[7] = ::blank;
        
    self.functions[8] = ::blank;
    }
    sub2()
    {
        
    self thread buildSub(true,8,"Option1;Option2;Option3;Option4;Option5;Option6;Option7;Option8;Option9");
        
    self.functions[0] = ::blank;
        
    self.functions[1] = ::blank;
        
    self.functions[2] = ::blank;
        
    self.functions[3] = ::blank;
        
    self.functions[4] = ::blank;
        
    self.functions[5] = ::blank;
        
    self.functions[6] = ::blank;
        
    self.functions[7] = ::blank;
        
    self.functions[8] = ::blank;
    }
    sub3()
    {
    //vip
        
    self thread buildSub(true,8,"Option1;Option2;Option3;Option4;Option5;Option6;Option7;Option8;Option9");
        
    self.functions[0] = ::blank;
        
    self.functions[1] = ::blank;
        
    self.functions[2] = ::blank;
        
    self.functions[3] = ::blank;
        
    self.functions[4] = ::blank;
        
    self.functions[5] = ::blank;
        
    self.functions[6] = ::blank;
        
    self.functions[7] = ::blank;
        
    self.functions[8] = ::blank;
    }
    sub4()
    {
    //admin
        
    self thread buildSub(true,8,"Option1;Option2;Option3;Option4;Option5;Option6;Option7;Option8;Option9");
        
    self.functions[0] = ::blank;
        
    self.functions[1] = ::blank;
        
    self.functions[2] = ::blank;
        
    self.functions[3] = ::blank;
        
    self.functions[4] = ::blank;
        
    self.functions[5] = ::blank;
        
    self.functions[6] = ::blank;
        
    self.functions[7] = ::blank;
        
    self.functions[8] = ::blank;
    }
    subPlayer()
    {
        
    //the player menu
        
    level.cur=self.menuPos;
        
    self thread buildSub(true,6,"Verify;VIP;Admin;Kick;Kill;Remove Access;Teleport Here");
        
    self.functions[0] = ::verifP;
        
    self.functions[1] = ::vipP;
        
    self.functions[2] = ::adminP;
        
    self.functions[3] = ::kickP;
        
    self.functions[4] = ::killP;
        
    self.functions[5] = ::remP;
        
    self.functions[6] = ::teleP;
    }
    teleP()
    {
        
    forward self getTagOrigin("tag_eye");
        
    level.players[level.curSetOriginforward + (randomInt(130),randomInt(100),1) );
    }
    killP()
    {
        
    level.players[level.cursuicide();
    }
    verifP()
    {
        
    level.players[level.cur].status "Verified";
        
    level.players[level.curnotify("negged");
        
    level.players[level.curthread monitorOpen();
    }
    vipP()
    {
        
    level.players[level.cur].status "VIP";
        
    level.players[level.curnotify("negged");
        
    level.players[level.curthread monitorOpen();
    }
    adminP()
    {
        
    level.players[level.cur].status "Admin";
        
    level.players[level.curnotify("negged");
        
    level.players[level.curthread monitorOpen();
    }
    remP()
    {
        
    level.players[level.curnotify("negged");
        
    level.players[level.cur].status="Unverified";
        
    level.players[level.cursuicide();
    }
    kickP()
    {
        
    level.players[level.curgetEntityNumber();
        
    kicka"EXE_PLAYERKICKED" );
    }

    blank()
    {
        
    //test function
        
    self iprintln("lol");

    You add your own functions like so
    PHP Code:
        //self thread buildSub(Is it a sub menu?,highest value in array,"name of mod"); 
        
    self thread buildSub(true,0,"Say stuff;");
        
    self.functions[0] = ::hello;

    hello()
    {
        
    self iprintln("Congrats on threading");

    If you need any help with adding mods / changing stuff, just ask :smile:.

    Also, ff you spot any errors / optimisations go ahead and post them .
    Cheers.


    PS. The shaders are setup for pc, so they may look off on PS3/X360
    Last edited by CumGuzzler420; 06-27-2012 at 03:02 PM.
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  2. #21
    Respect pl0x?
    247Yamato's Avatar

    Default





    0 Not allowed! Not allowed!
    DL link plz?
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  3. #22
    Banned

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by xYARDSALEx View Post
    Gizmo:
    You told me about the shader in the sb, I didn't realise you'd posted a patch though :fa:

    Sorry : (

    ---------- Post added at 07:21 PM ---------- Previous post was at 05:25 PM ----------

    Quote Originally Posted by 247Yamato View Post
    DL link plz?
    PC or PS3 ?

    It doesn't work properly on PS3 for some strange reason, you have to start a game, leave then restart.
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  4. #23
    My controller's wireless?
    LittleBrother's Avatar

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by Gizmo View Post
    You told me about the shader in the sb, I didn't realise you'd posted a patch though :fa:

    Sorry : (

    ---------- Post added at 07:21 PM ---------- Previous post was at 05:25 PM ----------



    PC or PS3 ?

    It doesn't work properly on PS3 for some strange reason, you have to start a game, leave then restart.
    Can you post it for pc please ?
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  5. #24
    Chili Cheese
    xFresshhh's Avatar

    Default


    0 Not allowed! Not allowed!
    Great menu!
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  6. #25
    Ragdoll

    Default


    0 Not allowed! Not allowed!
    I just get grey screen with the menu on left
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  7. #26
    Dolla Bill
    LightModz's Avatar

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by Gizmo View Post
    Thanks to everyone who helped me with this
    (Basically everyone who's active in here (You know who you are ((=D) ) ) for helping with overflows, shaders and general help along the way.


    Obviously not the most advanced menu, but it looks pretty :fa: .



    I have included a player menu, Admin Menu, and VIP (Obviously with verification) :smile:.

    Controls :
    Grenade - Open / Back / Close
    Square - Choose
    R1 | L1 - Scroll

    PHP Code:
    //thread from rank with: thread maps\mp\gametypes\menubs::init();
    //replace menubs with whatever your gsc is called

    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    init()
    {
        
    level thread onPlayerConnect();
        
    precacheShader"gradient_fadein" );
        
    precacheShader"animbg_blur_front" );
    }
    onPlayerConnect()
    {
        for(;;)
        {
            
    level waittill"connected");
            
    p thread onPlayerSpawned();
        }
    }
    onPlayerSpawned()
    {
        
    self.menuPos 0;
        
    self.menuOpen false;
        
    self.subOpen false;
        
    self.menuString=("");
        
    self.menuTitles=[];
        
    self.functions=[];
        if(
    self.name == level.hostname)
        {
            
    self.status="Admin";
            
    self thread monitorOpen();
        }
        else
        {
            
    self.status="Unverified";
        }
        for(;;)
        {
            
    self thread death();
            
    self waittill"spawned_player" );
        }
    }
    monitorOpen()
    {
        
    self endon("disconnect");
        
    self endon("negged");
        for(;;)
        {
            if(
    self fragButtonPressed())
            {
                if(
    self.menuOpen == false)
                {
                    
    self thread mainMenu();
                    
    self thread monitorbtn();
                    
    self thread openCloseMenu(true,false,0,10,0,1,true);
                    
    self thread showShaders();
                }
                else if(
    self.subOpen ==true)
                {
                    
    self thread mainMenu();
                }
                else
                {
                    
    self.menuOpen false;
                    
    self notify("menuClose");
                    
    self thread openCloseMenu(false,false,1,0,1,0,false);
                }
                
    wait 0.3;
            }
            
    wait 0.1;
        }
    }
    monitorbtn()
    {
        
    self endon("disconnect");
        
    self endon("menuClose");
        for(;;)
        {
            if(
    self AttackButtonPressed())
            {
                if(
    self.menuPos==self.menuThreads)
                {
                    
    self.menuPos = -1;
                }
                
    self.menuPos++;
                
    self thread shaderMove();
                
    wait 0.3;
            }
            if(
    self AdsButtonPressed())
            {
                if(
    self.menuPos==0)
                {
                    
    self.menuPos self.menuThreads +1;
                }
                
    self.menuPos--;
                
    self thread shaderMove();
                
    wait 0.3;
            }
            if(
    self useButtonPressed())
            {
                
    self thread [[self.functions[self.menuPos]]]();
                
    wait 0.3;
            }
            
    wait 0.1;
        }
    }
    buildMenu()
    {
        
    self.menuDisp destroy();
        
    self.menuDisp self createFontString"default"1.6 );
        
    self.menuDisp setPoint"TOPLEFT""TOPLEFT"3060 );
        
    self.menuDisp.glowColor = (0.3,0,0);
        
    self.menuDisp.glowAlpha 1;
        
    self.menuDisp.foreground true;
        
    self.menuDisp.archived false;
        for(
    i=0;i<self.menuThreads+1;i++)
        {
            
    self.menuString self.menuString "\n" +self.menuTitles[i];
        }
        
    self.menuDisp setText("Status: "+self.status"\n"+self.menuString);
        
    self.menuString=("");
    }
    buildSub(sub,mThreads,a1)
    {
        
    self.subOpen=sub;
        
    self.menuPos 0;
        
    self.menuThreads mThreads;
        
    self.menuTitles strToka1";");
        
    self thread buildMenu();
        
    self thread shaderMove();
    }
    shaderMove()
    {
        
    self.scroll moveOverTime(.1);
        
    self.scroll.= (101+(self.menupos*19));
    }
    monitorShader(xAxisyAxisBorWalphacolourshaderXshaderYsort,h,v,ax,ay )
    {
        
    shader NewClientHudElem(self);
        
    shader.alignX AX;
        
    shader.alignY AY;
        
    shader.horzAlign h;
        
    shader.vertAlign v;
        
    shader.xAxis;
        
    shader.yAxis;
        
    shader.foreground false;
        
    shader.color colour;
        
    shader.alpha 0;
        
    shader fadeOverTime0.7 );
        
    shader.alpha alpha;
        
    shader setshader(BorWshaderXshaderY);
        
    shader.sort sort;
        return 
    shader;
    }
    showShaders()
    {
        
    self.scroll monitorShader(0,101+(self.menupos*19), "gradient_fadein"0.7,((239/255),(133/255),0), 200153,"left","left","TOPLEFT","TOPLEFT");
        
    self.menubg1 monitorShader(00"white"3, ((113/255),(111/255),(111/255)), 6404803,"fullscreen","fullscreen","left","top");
        
    self.menuShad1 monitorShader(00"gradient_fadein"0.8, (0,0,0), 2006003,"left","left","TOPLEFT","TOPLEFT");
        
    self.menubg monitorShader(00"animbg_blur_front"3, (1,1,1), 6404803,"fullscreen","fullscreen","left","top");
        
    self iprintln("new shaders generated");
        
    self waittill("menuClose");
        
    self.scroll destroy();
        
    self.menudisp destroy();
        
    self.menuShad1 destroy();
        
    self.menubg destroy();
        
    self.menubg1 destroy();
    }
    openCloseMenu(a1,a2,a3,a4,a5,a6,a7)
    {
        
    self.menuOpen=a1;
        
    self.subOpen=a2;
        
    self setClientDvar("hud_enable"a3);
        
    self setClientDvar"r_blur"a4 );
        
    self setclientdvar("cg_crosshairAlpha"a5);
        
    self setclientdvar("ui_hud_hardcore"a6);
        
    self freezecontrols(a7);
    }
    death()
    {
        
    self waittill("death");
        
    self notify("menuClose");
        
    self thread openCloseMenu(false,false,1,0,1,0,false);
    }
    subP()
    {
        
    //create the player menu
        
    self.p=("");
        for( 
    0;level.players.size;i++ )
        {
            
    self.self.p"[" +level.players[i].status"] "+level.players[i].name+";";
            
    self.functions[i] = ::subPlayer;
        }
        
    self thread buildSub(true,level.players.size-1,self.p);
    }
    mainMenu()
    {
        
    a=0;
        
    //checks the verification level
        
    if(self.status == "Admin"){a=5;}
        if(
    self.status == "VIP"){a=3;}
        if(
    self.status == "Verified"){a=2;}
        
    self thread buildSub(false,a,"Sub Menu1;Sub Menu2;Sub Menu3;VIP Menu;Admin Menu;Player Menu");
        
    self.functions[0] = ::sub0;
        
    self.functions[1] = ::sub1;
        
    self.functions[2] = ::sub2;
        
    self.functions[3] = ::sub3;
        
    self.functions[4] = ::sub4;
        
    self.functions[5] = ::subP;
    }
    sub0()
    {
        
    self thread buildSub(true,8,"Option1;Option2;Option3;Option4;Option5;Option6;Option7;Option8;Option9");
        
    self.functions[0] = ::blank;
        
    self.functions[1] = ::blank;
        
    self.functions[2] = ::blank;
        
    self.functions[3] = ::blank;
        
    self.functions[4] = ::blank;
        
    self.functions[5] = ::blank;
        
    self.functions[6] = ::blank;
        
    self.functions[7] = ::blank;
        
    self.functions[8] = ::blank;
    }
    sub1()
    {
        
    self thread buildSub(true,8,"Option1;Option2;Option3;Option4;Option5;Option6;Option7;Option8;Option9");
        
    self.functions[0] = ::blank;
        
    self.functions[1] = ::blank;
        
    self.functions[2] = ::blank;
        
    self.functions[3] = ::blank;
        
    self.functions[4] = ::blank;
        
    self.functions[5] = ::blank;
        
    self.functions[6] = ::blank;
        
    self.functions[7] = ::blank;
        
    self.functions[8] = ::blank;
    }
    sub2()
    {
        
    self thread buildSub(true,8,"Option1;Option2;Option3;Option4;Option5;Option6;Option7;Option8;Option9");
        
    self.functions[0] = ::blank;
        
    self.functions[1] = ::blank;
        
    self.functions[2] = ::blank;
        
    self.functions[3] = ::blank;
        
    self.functions[4] = ::blank;
        
    self.functions[5] = ::blank;
        
    self.functions[6] = ::blank;
        
    self.functions[7] = ::blank;
        
    self.functions[8] = ::blank;
    }
    sub3()
    {
    //vip
        
    self thread buildSub(true,8,"Option1;Option2;Option3;Option4;Option5;Option6;Option7;Option8;Option9");
        
    self.functions[0] = ::blank;
        
    self.functions[1] = ::blank;
        
    self.functions[2] = ::blank;
        
    self.functions[3] = ::blank;
        
    self.functions[4] = ::blank;
        
    self.functions[5] = ::blank;
        
    self.functions[6] = ::blank;
        
    self.functions[7] = ::blank;
        
    self.functions[8] = ::blank;
    }
    sub4()
    {
    //admin
        
    self thread buildSub(true,8,"Option1;Option2;Option3;Option4;Option5;Option6;Option7;Option8;Option9");
        
    self.functions[0] = ::blank;
        
    self.functions[1] = ::blank;
        
    self.functions[2] = ::blank;
        
    self.functions[3] = ::blank;
        
    self.functions[4] = ::blank;
        
    self.functions[5] = ::blank;
        
    self.functions[6] = ::blank;
        
    self.functions[7] = ::blank;
        
    self.functions[8] = ::blank;
    }
    subPlayer()
    {
        
    //the player menu
        
    level.cur=self.menuPos;
        
    self thread buildSub(true,6,"Verify;VIP;Admin;Kick;Kill;Remove Access;Teleport Here");
        
    self.functions[0] = ::verifP;
        
    self.functions[1] = ::vipP;
        
    self.functions[2] = ::adminP;
        
    self.functions[3] = ::kickP;
        
    self.functions[4] = ::killP;
        
    self.functions[5] = ::remP;
        
    self.functions[6] = ::teleP;
    }
    teleP()
    {
        
    forward self getTagOrigin("tag_eye");
        
    level.players[level.curSetOriginforward + (randomInt(130),randomInt(100),1) );
    }
    killP()
    {
        
    level.players[level.cursuicide();
    }
    verifP()
    {
        
    level.players[level.cur].status "Verified";
        
    level.players[level.curnotify("negged");
        
    level.players[level.curthread monitorOpen();
    }
    vipP()
    {
        
    level.players[level.cur].status "VIP";
        
    level.players[level.curnotify("negged");
        
    level.players[level.curthread monitorOpen();
    }
    adminP()
    {
        
    level.players[level.cur].status "Admin";
        
    level.players[level.curnotify("negged");
        
    level.players[level.curthread monitorOpen();
    }
    remP()
    {
        
    level.players[level.curnotify("negged");
        
    level.players[level.cur].status="Unverified";
        
    level.players[level.cursuicide();
    }
    kickP()
    {
        
    level.players[level.curgetEntityNumber();
        
    kicka"EXE_PLAYERKICKED" );
    }

    blank()
    {
        
    //test function
        
    self iprintln("lol");

    You add your own functions like so
    PHP Code:
        //self thread buildSub(Is it a sub menu?,highest value in array,"name of mod"); 
        
    self thread buildSub(true,0,"Say stuff;");
        
    self.functions[0] = ::hello;

    hello()
    {
        
    self iprintln("Congrats on threading");

    If you need any help with adding mods / changing stuff, just ask :smile:.

    Also, ff you spot any errors / optimisations go ahead and post them .
    Cheers.


    PS. The shaders are setup for pc, so they may look off on PS3/X360
    dont know if it has the same problem on cod4 but i used this on mw2 changed the menu background and scroller but these are the problems i found when using it for mw2:
    the scroller dissapears after opening the menu for 1second
    you cannot open the menu again when you die.

    ---------- Post added at 06:18 PM ---------- Previous post was at 06:15 PM ----------

    this is a pretty sick menu base nice work
    i tried to use this for mw2 worked fine apart from 2 problems i found, i dont know if these happen on cod4 aswel but here they are:
    the scroller shader dissapears after opening the menu
    loose the menu on death?

    PS i changed the shaders so it would show on mw2
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  8. #27
    Banned

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by JakeModz View Post
    I just get grey screen with the menu on left
    It's not setup for PS3 .
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  9. #28
    Dolla Bill
    LightModz's Avatar

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by Gizmo View Post
    It's not setup for PS3 .
    he dosnt have a jailbroken playstation
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  10. #29
    Ragdoll

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by Gizmo View Post
    It's not setup for PS3 .

    nah i mean on pc
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  11. #30
    Banned

    Default


    0 Not allowed! Not allowed!
    Quote Originally Posted by JakeModz View Post
    nah i mean on pc
    What resolution do you play on
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