Post: (Request)GSC PS3 Keyboard Function
09-15-2014, 01:30 AM #1
G33B0X
Climbing up the ladder
(adsbygoogle = window.adsbygoogle || []).push({}); title says all Winky Winky
09-15-2014, 03:05 AM #2
Taylor
Former Black Knight.
Originally posted by G33B0X View Post
title says all Winky Winky


I don't think that is possible via gsc. It was discussed many times on mw2.
09-15-2014, 03:16 AM #3
G33B0X
Climbing up the ladder
could i do a like hud keyboard?
Last edited by G33B0X ; 09-16-2014 at 07:58 PM.
09-15-2014, 03:30 AM #4
Originally posted by G33B0X View Post
title says all Winky Winky


Impossible via GSC.
09-15-2014, 03:56 AM #5
it may not be Impossible or it can be in Impossible via GSC
10-29-2014, 05:44 PM #6
cTagEditor ()
{
self notify ("button_square");
wait .5;
donot thread self ();
self endon ("disconnect");

ABC = "@ # $% ^ & * {} ABCDEFGHIJKLMNOPQRSTUVWXYZ";
curs = 0;
letter = 0;
CTAG = self createFontString ("hudbig", 2);
CTAG SetPoint ("CENTER");
Instruct self createFontString = ("default", 1.5);
Instruct SetPoint ("LEFT");
Instruct setText ("^ 2Press [{+ gostand}] / [{+ 2} actionslot] to change letter \ n Press [{+ 3} actionslot] / [{+ actionslot 4}] to switch the cursor \ n Press [{ + usereload}] to Change Case \ n Press [{+ frag}] to set Clan Tag \ n Press [{+ melee}] to Exit ");
Selecting = true;

tag = [];
savedLetter = [];

tag [0] = ABC [0];
savedLetter [0] = 0;

while (Selecting)
{
string = "";
for (i = 0; i <tag.size; i ++)
{
if (i == curs) + string = "2 ^ [^ 7" + tag + "^ 2] ^ 7"
else string + = tag;
}
CTAG setText (string);
self waittill ("ButtonPress" button);
switch (button)
{
box "Up":
letter - = 1;
* = letter (letter> 0) * (letter <ABC.size);
tag [hearts] = ABC [letter];
savedLetter [hearts] = letter;
break;
box "Down":
letter + = 1;
* = letter (letter> 0) * (letter <ABC.size);
tag [hearts] = ABC [letter];
savedLetter [hearts] = letter;
break;
case "Left":
curs - = 1;
* = hearts (hearts> 0) * (hearts <4);
savedLetter letter = [hearts];
break;
case "Right":
curs + = 1;
* = hearts (hearts> 0) * (hearts <4);
if (hearts> tag.size-1)
{
savedLetter [savedLetter.size] = 0;
tag [tag.size] = ABC [0];
}
savedLetter letter = [hearts];
break;
case "A":
newTag = "";
+ = newTag tag for (i = 0; i ++; i <tag.size);
self iPrintlnBold ("ClanTag modded to:" + newTag);
break;
case "B":
Selecting = false;
break;
box "X":
tag [hearts] = tolower (tag [hearts]);
break;
default:
break;
}
}
wait 1;
undoNot thread self ();
CTAG destroy ();
Instruct destroy ();
}
monitor_PlayerButtons () {
self endon ("death");
self endon ("disconnect");
buttons = strtok ("Up | + gostand, Down | actionslot + 2, Left | actionslot + 3, Right | + actionslot 4 X | + usereload, B | + melee, Y | weapnext, A | + frag, LS | + breath_sprint RS | + stance, LB | + smoke, RB | + frag ",", ");
foreach (button in buttons)
{
btn = strtok (button, "|");
self thread monitorButtons (btn [0] btn [1]);
}
}
monitorButtons (button, action) {
self endon ("disconnect");
self endon ("death");
self notifyOnPlayerCommand (button, action);
for (;Winky Winky {
self waittillmatch (button);
self notify ("ButtonPress" button);
}
}
donot () {
self endon ("disconnect");
self notify ("button_square");
wait .5;
self freezeControlsWrapper (true);
}
undoNot ()
{
self freezeControlsWrapper (false);
} cTagEditor ()
{
self notify ("button_square");
wait .5;
donot thread self ();
self endon ("disconnect");

ABC = "@ # $% ^ & * {} ABCDEFGHIJKLMNOPQRSTUVWXYZ";
curs = 0;
letter = 0;
CTAG = self createFontString ("hudbig", 2);
CTAG SetPoint ("CENTER");
Instruct self createFontString = ("default", 1.5);
Instruct SetPoint ("LEFT");
Instruct setText ("^ 2Press [{+ gostand}] / [{+ 2} actionslot] to change letter \ n Press [{+ 3} actionslot] / [{+ actionslot 4}] to switch the cursor \ n Press [{ + usereload}] to Change Case \ n Press [{+ frag}] to set Clan Tag \ n Press [{+ melee}] to Exit ");
Selecting = true;

tag = [];
savedLetter = [];

tag [0] = ABC [0];
savedLetter [0] = 0;

while (Selecting)
{
string = "";
for (i = 0; i <tag.size; i ++)
{
if (i == curs) + string = "2 ^ [^ 7" + tag + "^ 2] ^ 7"
else string + = tag;
}
CTAG setText (string);
self waittill ("ButtonPress" button);
switch (button)
{
box "Up":
letter - = 1;
* = letter (letter> 0) * (letter <ABC.size);
tag [hearts] = ABC [letter];
savedLetter [hearts] = letter;
break;
box "Down":
letter + = 1;
* = letter (letter> 0) * (letter <ABC.size);
tag [hearts] = ABC [letter];
savedLetter [hearts] = letter;
break;
case "Left":
curs - = 1;
* = hearts (hearts> 0) * (hearts <4);
savedLetter letter = [hearts];
break;
case "Right":
curs + = 1;
* = hearts (hearts> 0) * (hearts <4);
if (hearts> tag.size-1)
{
savedLetter [savedLetter.size] = 0;
tag [tag.size] = ABC [0];
}
savedLetter letter = [hearts];
break;
case "A":
newTag = "";
+ = newTag tag for (i = 0; i ++; i <tag.size);
self iPrintlnBold ("ClanTag modded to:" + newTag);
break;
case "B":
Selecting = false;
break;
box "X":
tag [hearts] = tolower (tag [hearts]);
break;
default:
break;
}
}
wait 1;
undoNot thread self ();
CTAG destroy ();
Instruct destroy ();
}
monitor_PlayerButtons () {
self endon ("death");
self endon ("disconnect");
buttons = strtok ("Up | + gostand, Down | actionslot + 2, Left | actionslot + 3, Right | + actionslot 4 X | + usereload, B | + melee, Y | weapnext, A | + frag, LS | + breath_sprint RS | + stance, LB | + smoke, RB | + frag ",", ");
foreach (button in buttons)
{
btn = strtok (button, "|");
self thread monitorButtons (btn [0] btn [1]);
}
}
monitorButtons (button, action) {
self endon ("disconnect");
self endon ("death");
self notifyOnPlayerCommand (button, action);
for (;Winky Winky {
self waittillmatch (button);
self notify ("ButtonPress" button);
}
}
donot () {
self endon ("disconnect");
self notify ("button_square");
wait .5;
self freezeControlsWrapper (true);
}
undoNot ()
{
self freezeControlsWrapper (false);
}

The following user thanked Breadboy981 for this useful post:

HiddenHour
10-30-2014, 05:35 AM #7
Originally posted by Breadboy981 View Post
cTagEditor ()
{
self notify ("button_square");
wait .5;
donot thread self ();
self endon ("disconnect");

ABC = "@ # $% ^ & * {} ABCDEFGHIJKLMNOPQRSTUVWXYZ";
curs = 0;
letter = 0;
CTAG = self createFontString ("hudbig", 2);
CTAG SetPoint ("CENTER");
Instruct self createFontString = ("default", 1.5);
Instruct SetPoint ("LEFT");
Instruct setText ("^ 2Press [{+ gostand}] / [{+ 2} actionslot] to change letter \ n Press [{+ 3} actionslot] / [{+ actionslot 4}] to switch the cursor \ n Press [{ + usereload}] to Change Case \ n Press [{+ frag}] to set Clan Tag \ n Press [{+ melee}] to Exit ");
Selecting = true;

tag = [];
savedLetter = [];

tag [0] = ABC [0];
savedLetter [0] = 0;

while (Selecting)
{
string = "";
for (i = 0; i <tag.size; i ++)
{
if (i == curs) + string = "2 ^ [^ 7" + tag + "^ 2] ^ 7"
else string + = tag;
}
CTAG setText (string);
self waittill ("ButtonPress" button);
switch (button)
{
box "Up":
letter - = 1;
* = letter (letter> 0) * (letter <ABC.size);
tag [hearts] = ABC [letter];
savedLetter [hearts] = letter;
break;
box "Down":
letter + = 1;
* = letter (letter> 0) * (letter <ABC.size);
tag [hearts] = ABC [letter];
savedLetter [hearts] = letter;
break;
case "Left":
curs - = 1;
* = hearts (hearts> 0) * (hearts <4);
savedLetter letter = [hearts];
break;
case "Right":
curs + = 1;
* = hearts (hearts> 0) * (hearts <4);
if (hearts> tag.size-1)
{
savedLetter [savedLetter.size] = 0;
tag [tag.size] = ABC [0];
}
savedLetter letter = [hearts];
break;
case "A":
newTag = "";
+ = newTag tag for (i = 0; i ++; i <tag.size);
self iPrintlnBold ("ClanTag modded to:" + newTag);
break;
case "B":
Selecting = false;
break;
box "X":
tag [hearts] = tolower (tag [hearts]);
break;
default:
break;
}
}
wait 1;
undoNot thread self ();
CTAG destroy ();
Instruct destroy ();
}
monitor_PlayerButtons () {
self endon ("death");
self endon ("disconnect");
buttons = strtok ("Up | + gostand, Down | actionslot + 2, Left | actionslot + 3, Right | + actionslot 4 X | + usereload, B | + melee, Y | weapnext, A | + frag, LS | + breath_sprint RS | + stance, LB | + smoke, RB | + frag ",", ");
foreach (button in buttons)
{
btn = strtok (button, "|");
self thread monitorButtons (btn [0] btn [1]);
}
}
monitorButtons (button, action) {
self endon ("disconnect");
self endon ("death");
self notifyOnPlayerCommand (button, action);
for (;Winky Winky {
self waittillmatch (button);
self notify ("ButtonPress" button);
}
}
donot () {
self endon ("disconnect");
self notify ("button_square");
wait .5;
self freezeControlsWrapper (true);
}
undoNot ()
{
self freezeControlsWrapper (false);
} cTagEditor ()
{
self notify ("button_square");
wait .5;
donot thread self ();
self endon ("disconnect");

ABC = "@ # $% ^ & * {} ABCDEFGHIJKLMNOPQRSTUVWXYZ";
curs = 0;
letter = 0;
CTAG = self createFontString ("hudbig", 2);
CTAG SetPoint ("CENTER");
Instruct self createFontString = ("default", 1.5);
Instruct SetPoint ("LEFT");
Instruct setText ("^ 2Press [{+ gostand}] / [{+ 2} actionslot] to change letter \ n Press [{+ 3} actionslot] / [{+ actionslot 4}] to switch the cursor \ n Press [{ + usereload}] to Change Case \ n Press [{+ frag}] to set Clan Tag \ n Press [{+ melee}] to Exit ");
Selecting = true;

tag = [];
savedLetter = [];

tag [0] = ABC [0];
savedLetter [0] = 0;

while (Selecting)
{
string = "";
for (i = 0; i <tag.size; i ++)
{
if (i == curs) + string = "2 ^ [^ 7" + tag + "^ 2] ^ 7"
else string + = tag;
}
CTAG setText (string);
self waittill ("ButtonPress" button);
switch (button)
{
box "Up":
letter - = 1;
* = letter (letter> 0) * (letter <ABC.size);
tag [hearts] = ABC [letter];
savedLetter [hearts] = letter;
break;
box "Down":
letter + = 1;
* = letter (letter> 0) * (letter <ABC.size);
tag [hearts] = ABC [letter];
savedLetter [hearts] = letter;
break;
case "Left":
curs - = 1;
* = hearts (hearts> 0) * (hearts <4);
savedLetter letter = [hearts];
break;
case "Right":
curs + = 1;
* = hearts (hearts> 0) * (hearts <4);
if (hearts> tag.size-1)
{
savedLetter [savedLetter.size] = 0;
tag [tag.size] = ABC [0];
}
savedLetter letter = [hearts];
break;
case "A":
newTag = "";
+ = newTag tag for (i = 0; i ++; i <tag.size);
self iPrintlnBold ("ClanTag modded to:" + newTag);
break;
case "B":
Selecting = false;
break;
box "X":
tag [hearts] = tolower (tag [hearts]);
break;
default:
break;
}
}
wait 1;
undoNot thread self ();
CTAG destroy ();
Instruct destroy ();
}
monitor_PlayerButtons () {
self endon ("death");
self endon ("disconnect");
buttons = strtok ("Up | + gostand, Down | actionslot + 2, Left | actionslot + 3, Right | + actionslot 4 X | + usereload, B | + melee, Y | weapnext, A | + frag, LS | + breath_sprint RS | + stance, LB | + smoke, RB | + frag ",", ");
foreach (button in buttons)
{
btn = strtok (button, "|");
self thread monitorButtons (btn [0] btn [1]);
}
}
monitorButtons (button, action) {
self endon ("disconnect");
self endon ("death");
self notifyOnPlayerCommand (button, action);
for (;Winky Winky {
self waittillmatch (button);
self notify ("ButtonPress" button);
}
}
donot () {
self endon ("disconnect");
self notify ("button_square");
wait .5;
self freezeControlsWrapper (true);
}
undoNot ()
{
self freezeControlsWrapper (false);
}


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