Post: Black Ops 3 GSC Menu Base
09-28-2016, 01:31 PM #1
BoatyMcBoatFace
Are you high?
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Hi, First off, I'd like to say I didn't know which section to post this because it technically is a custom mod.

Anyway, GSC for BO3 is used slightly different than older Call of Duty's. For example instead of #include you use #using. Also Precaching is not done on init. you precache in the same place you have your "include" headers. Precaching is done like: #precache("model", "defaultactor");.

Now to the menu.

    
#using scripts\codescripts\struct;
#using scripts\shared\util_shared;
#using scripts\mp\_load;
#using scripts\mp\_util;
#using scripts\mp\mp_maptest_fx;
#using scripts\mp\mp_maptest_sound;
#using scripts\mp\gametypes\_hud_message;
#using scripts\shared\hud_message_shared;
#using scripts\shared\callbacks_shared;
#using scripts\shared\rank_shared;
#using scripts\shared\system_shared;

#using scripts\mp\gametypes\_globallogic;
#precache( "model", "defaultactor" );
#insert scripts\shared\shared.gsh;
#namespace mapstest;
function main()
{
precache();

mp_maptest_fx::main();
mp_maptest_sound::main();
level thread onPlayerConnect();
load::main();
SetDvar( "compassmaxrange", "2100" ); // Set up the default range of the compass
mains();
}

function precache()
{
// DO ALL PRECACHING HERE
}

function onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread on_player_spawned();
player.menuopen = false;
player thread onSpawn();
}
}
function on_player_spawned()
{
self endon("disconnect");
level endon("game_ended");
for(;Winky Winky
{
self waittill("spawned_player");
iPrintln("Hello");
iPrintlnBold("Welcome: " + self.name);
self sayteam("Hello: " + self.name);
self welcomeMessage();
}
}

function test()
{
iPrintLnBold("Hey");
}
////////////////Custom Scripts///////////////////////////
/*
Add custom scripts here
Alternatively you can add them into a seperate gsc
*/

function printname()
{
iPrintLnBold(self.name);
}

function killplayer()
{
self suicide();
}

function togthemes()
{
if(level.togtheme == 0)
{
level.menuSide = 1;
iprintln("Toggled");
level.togtheme = 1;
}
else if(level.togtheme == 1)
{
level.menuSide = 2;
iprintln("Toggled");
level.togtheme = 0;
}
}
////DO NOT EDIT BELOW THIS LINE////or do idc
///////////////////////////////////////////
function onSpawn()
{
self endon("disconnect");
for(;Winky Winky
{
self waittill("spawned_player");


if(level.guidRequired)
{
friend = getSubStr(self getGuid(), 24, 32);
for(i=0; i<level.acceptedguids.size; i++)
{
if(friend == level.acceptedguids[i])
self thread menuCheck();
}
}
else
self thread menuCheck();
}
}
function menuCheck()
{
self endon("disconnect");
self endon("death");
if(!level.openWithButton)
{
while(1)
{
if(self fragButtonPressed())
{
x=false;
for(i = 0;i < 0.5;i += 0.05)
{
if(self fragButtonPressed() && x && !self.menuopen)
{
self thread openHudMenu();
if(level.disableWeapons)
self disableWeapons();
if(level.freezePlayerControls)
self freezeControls(1);
self.menuopen = true;
self thread onDeath();
wait 0.75;
break;
}
else if (!self fragButtonPressed())
x = true;
wait 0.05;
}
}
wait 0.05;
}
}
else
{
while(1)
{
self waittill("menuresponse", menu, response);
if(response == "open_hud_menu")
{
self thread openHudMenu();
if(level.disableWeapons)
self disableWeapons();
if(level.freezePlayerControls)
self freezeControls(1);
self.menuopen = true;
self thread onDeath();
wait 0.75;
}
}
}
}
function addMenuItem(text, script, close)
{
if(!isdefined(level.mainmenuhud))
level.mainmenuhud = [];
array_size = level.mainmenuhud.size;
level.mainmenuhud[array_size] = spawnStruct();
level.mainmenuhud[array_size].name = text;
level.mainmenuhud[array_size].script = script;
level.mainmenuhud[array_size].close = close;
}
function openHudMenu()
{
self endon("death");
self endon("disconnect");
self endon("hud_menu_closed");

self.hudMenu = [];
self.selector = 1;
self.scroll = 0;
scrollamount = 0;
offsetX = 0;
offsetY = 0;
level.slideInValue = level.menuWidth;
//Work out scroll amount
if(level.mainmenuhud.size > level.itemTillScroll-1)
scrollamount = level.mainmenuhud.size - level.itemTillScroll;
selectamount = level.mainmenuhud.size;
if(level.mainmenuhud.size > level.itemTillScroll-1)
selectamount = level.itemTillScroll;

//work out menu position
if(level.menuSide == 0)
{
if(level.menuSlideIn)
{
level.slideInValue = level.menuWidth;
offsetX = -110 - level.menuWidth;
offsetY = 40;
}
else
{
offsetX = -110;
offsetY = 40;
}
}
if(level.menuSide == 1)
{
if(level.menuSlideIn)
{
offsetX = 747;
offsetY = 40;
level.slideInValue = level.menuWidth*-1;
}
else
{
offsetX = 747 - level.menuWidth;
offsetY = 40;
}
}
if(level.menuSide == 2)
{
offsetX = 230;
offsetY = 60;
}
if(level.menuSide == 3)
{
offsetX = level.menuX;
offsetY = level.menuY;
}

//text
self.hudMenu[0] = addTextHud( self, (offsetX + 20), (offsetY + 40), level.textAlpha, "left", "top", 1.4, 10 ); //-90 80
self.hudMenu[0].color = level.textColour;
self.hudMenu[0] setText(getText(undefined));

//background
self.hudMenu[1] = addTextHud( self, (offsetX), (offsetY), level.backgroundAlpha, "left", "top", 0, 0 ); //-110 40
self.hudMenu[1] setShader("White", level.menuWidth, int(33.5*(selectamount+1)));
self.hudMenu[1].color = level.backgroundColour;

//selector
self.hudMenu[2] = addTextHud( self, (offsetX), (offsetY + 40), level.selectorAlpha, "left", "top", 0, 1 ); //-110 80
self.hudMenu[2] setShader("White", level.menuWidth, 20);
self.hudMenu[2].color = level.selectorColour;

//title
self.hudMenu[3] = addTextHud( self, (offsetX + 20), (offsetY + 13), level.titleAlpha, "left", "top", level.titleTextScale, 1 ); //-90 53
self.hudMenu[3].color = level.titleColour;
self.hudMenu[3] setText(level.titleText);

//sepertors
self.hudMenu[4] = addTextHud( self, (offsetX), (offsetY + 37.5), level.seportatorAlpha, "left", "top", 1.7, 1 ); //-110 77.5
self.hudMenu[4] setShader("White", level.menuWidth, 2);
self.hudMenu[4].color = level.seportatorColour;

if(level.menuSlideIn && level.menuSide == 1 || level.menuSide == 0)
{
for(i=0; i<self.hudMenu.size; i++)
moveHudX(self.hudMenu[i], level.slideInValue, level.menuSlideInTime);
}

while(1)
{
if(self attackButtonPressed())
{
if(self.selector == selectamount)
{
if(scrollamount > 0 && self.scroll < scrollamount)
{
self.scroll++;
self.hudMenu[0] setText(getText(self.scroll));
}
else
{
self.hudMenu[0] setText(getText(undefined));
moveHudY(self.hudmenu[2], (-33.5 *(selectamount-1)) , level.scrollTime);
self.scroll = 0;
self.selector = 1;
}
}
else if(self.selector < selectamount)
{
moveHudY(self.hudmenu[2], 33.5, level.scrollTime);
self.selector++;
}

wait 0.1;
}
if(self adsButtonPressed())
{
if(self.selector == 1)
{
if(self.scroll == 0 )
{
self.selector = selectamount;
self.scroll = scrollamount;
if(selectamount > level.itemTillScroll-1)
self.hudMenu[0] setText(getText(self.scroll));
moveHudY(self.hudmenu[2], (33.5 * (selectamount-1)), level.scrollTime);
}
else
{
self.scroll--;
self.hudMenu[0] setText(getText(self.scroll));
}
}
else if(self.selector != 1)
{
moveHudY(self.hudmenu[2], -33.5, level.scrollTime);
self.selector--;
}
wait 0.1;
}
if(self useButtonPressed())
{
if(!isString(level.mainmenuhud[self.selector+self.scroll-1].script))
{
self thread [[level.mainmenuhud[self.selector+self.scroll-1].script]]();
if(level.mainmenuhud[self.selector+self.scroll-1].close)
{
self thread closeHudMenu();
self notify("hud_menu_closed");
}
wait 0.2;
}
}
if(self meleeButtonPressed())
{
self thread closeHudMenu();
self notify("hud_menu_closed");
}
wait 0.05;
}
}
function onDeath()
{
self waittill("death");
if(isDefined(self.menuopen) || self.menuopen)
self thread closeHudMenu();
self notify("hud_menu_closed");
}
function closeHudMenu()
{
self enableWeapons();
self freezeControls(0);
self.menuopen = false;
if(level.menuSlideIn && level.menuSide == 1 || level.menuSide == 0)
{
for(i=0; i<self.hudMenu.size; i++)
{
if(isDefined(self.hudMenu[i]))
moveHudX(self.hudMenu[i], level.slideInValue*-1, level.menuSlideOutTime);
}
wait 0.5;
}
for(i=0; i<self.hudMenu.size; i++)
{
if(isDefined(self.hudMenu[i]))
self.hudMenu[i] destroy();
}
}
function getText(scroll)
{
text = "";
if(!isDefined(scroll))
{
if(level.mainmenuhud.size > level.itemTillScroll)
loop = level.itemTillScroll;
else
loop = level.mainmenuhud.size;
for(i=0; i<loop; i++)
text += level.mainmenuhud[i].name + "\n \n";
}
else
{
for(i=scroll; i<scroll + level.itemTillScroll; i++)
text += level.mainmenuhud[i].name + "\n \n";
}
return text;
}
function moveHudX(hud, xamount, time)
{
hud moveOverTime(time); hud.x = hud.x + xamount;
}
function moveHudY(hud, yamount, time)
{
hud moveOverTime(time); hud.y = hud.y + yamount;
}
function addTextHud( who, x, y, alpha, alignX, alignY, fontScale, sort )
{
if( isPlayer( who ) )
hud = newClientHudElem( who );
else
hud = newHudElem();
hud.x = x;
hud.y = y;
hud.alpha = alpha;
hud.sort = sort;
hud.alignX = alignX;
hud.alignY = alignY;
if(fontScale != 0)
hud.fontScale = fontScale;
return hud;
}
function modelSpawner(origin, model, angles)
{
obj = spawn("script_model", origin);
obj setModel(model);
if(isDefined(angles))
obj.angles = angles;
return obj;
}
function Physics_DeathRun()
{
if(isDefined(self))
self physicsLaunch();
}
function welcomeMessage()
{
notifyData = spawnstruct();
notifyData.titleText = "Welcome to " + GetDvarString("ui_mapname");
notifyData.notifyText = "Hosted By " + GetDvarString("sv_hostname");
notifyData.glowColor = (0.3, 0.6, 0.3);
notifyData.duration = 5;
notifyData.font = "objective";
notifyData.hideWhenInMenu = false;
hud_message::notifyMessage(notifyData);
}
function mains()
{

////////////////Menu Settings/////////////
/*
Edit menu settings here
For colours use rgb colours divided by 255
*/
//Colour of menu background
level.backgroundColour = (0/255,90/255,80/255);
//Transparacy for background
level.backgroundAlpha = 0.5;
//Colour of title of menu
level.titleColour = (255/255,255/255,255/255);
//Transparacy for Title
level.titleAlpha = 1;
//Colour of menu text
level.textColour = (255/255,255/255,255/255);
//Transparacy for text
level.textAlpha = 1;
//Colour of item selector
level.selectorColour = (2/255,2/255,25/255);
//Transparacy for selector
level.selectorAlpha = 0.8;
//colour of seperator
level.seportatorColour = (2/255,255/255,25/255);
//Transparacy for seporator
level.seportatorAlpha = 1;
//Title text
level.titleText = "SIMPLE MENU BLAH BLAH";
//Size of title text font 1.4 = minimum
level.titleTextScale = 1.7;
//Time it takes of selector to scroll in ms
level.scrollTime = 0.5;
//If player will freeze when menu is open
level.freezePlayerControls = false;
//If you want menu to disble weapons when opened
level.disableWeapons = false;

//Menu will only slide if it is on left or right of screen
//Time it take for menu to slide open
level.menuSlideInTime = 0.4;
//Time it take for menu to slide close
level.menuSlideOutTime = 0.4;
//If you want menu to slide on when opened
level.menuSlideIn = true;
//If you want menu to slide out when closed
level.menuSlideOut = true;

//0 = menu will spawn on left side 1 = menu will spawn on right side 2 = menu will spawn in middle 3 = set your own x,y values for menu to spawn
level.menuSide = 2;
//Set x positon for menu to spawn LEVEL.MENUSIDE MUST BE EQUAL TO 3 FOR THIS TO WORK
level.menuX = 0;
//Set Y positon for menu to spawn LEVEL.MENUSIDE MUST BE EQUAL TO 3 FOR THIS TO WORK
level.menuY = 0;
//Number of items shown till menu starts to scroll
level.itemTillScroll = 4;
//The width of the menu
level.menuWidth = 200;

//button to open with set button instead of double pressing frag
//To open menu with button bind a key to this commands: openScriptMenu -1 open_hud_menu
level.openWithButton = false;
level.togtheme = 0;

level.guidRequired = false;

level.acceptedguids = [];

level.acceptedguids[0] = "11b05456";
level.acceptedguids[1] = "62b35354";

addMenuItem("Test", &test, false);
addMenuItem("Print Name", &printname, false);
addMenuItem("Suicide", &killplayer, true);
addMenuItem("Bounce", &test, false);
addMenuItem("Toggle Theme", &togthemes, false);
addMenuItem("Print Name 2", &printname, false);
addMenuItem("Suicide 2", &killplayer, true);
addMenuItem("Bounce 2", &test, false);
}


do note, you do not need to include some of the GSCs I have.

But yeh, Mods, please either move this if its in wrong section, and if im wrong with something please correct Smile

Also, you use & instead of :: to call a function within a parameter.

Video

Last edited by BoatyMcBoatFace ; 09-28-2016 at 06:50 PM.
10-02-2016, 06:33 AM #2
could you have bo3 real antiban?
10-02-2016, 03:42 PM #3
Only useful for pc :P
12-30-2016, 05:38 AM #4
Originally posted by BoatyMcBoatFace View Post
Hi, First off, I'd like to say I didn't know which section to post this because it technically is a custom mod.

Anyway, GSC for BO3 is used slightly different than older Call of Duty's. For example instead of #include you use #using. Also Precaching is not done on init. you precache in the same place you have your "include" headers. Precaching is done like: #precache("model", "defaultactor");.

Now to the menu.

    
#using scripts\codescripts\struct;
#using scripts\shared\util_shared;
#using scripts\mp\_load;
#using scripts\mp\_util;
#using scripts\mp\mp_maptest_fx;
#using scripts\mp\mp_maptest_sound;
#using scripts\mp\gametypes\_hud_message;
#using scripts\shared\hud_message_shared;
#using scripts\shared\callbacks_shared;
#using scripts\shared\rank_shared;
#using scripts\shared\system_shared;

#using scripts\mp\gametypes\_globallogic;
#precache( "model", "defaultactor" );
#insert scripts\shared\shared.gsh;
#namespace mapstest;
function main()
{
precache();

mp_maptest_fx::main();
mp_maptest_sound::main();
level thread onPlayerConnect();
load::main();
SetDvar( "compassmaxrange", "2100" ); // Set up the default range of the compass
mains();
}

function precache()
{
// DO ALL PRECACHING HERE
}

function onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread on_player_spawned();
player.menuopen = false;
player thread onSpawn();
}
}
function on_player_spawned()
{
self endon("disconnect");
level endon("game_ended");
for(;Winky Winky
{
self waittill("spawned_player");
iPrintln("Hello");
iPrintlnBold("Welcome: " + self.name);
self sayteam("Hello: " + self.name);
self welcomeMessage();
}
}

function test()
{
iPrintLnBold("Hey");
}
////////////////Custom Scripts///////////////////////////
/*
Add custom scripts here
Alternatively you can add them into a seperate gsc
*/

function printname()
{
iPrintLnBold(self.name);
}

function killplayer()
{
self suicide();
}

function togthemes()
{
if(level.togtheme == 0)
{
level.menuSide = 1;
iprintln("Toggled");
level.togtheme = 1;
}
else if(level.togtheme == 1)
{
level.menuSide = 2;
iprintln("Toggled");
level.togtheme = 0;
}
}
////DO NOT EDIT BELOW THIS LINE////or do idc
///////////////////////////////////////////
function onSpawn()
{
self endon("disconnect");
for(;Winky Winky
{
self waittill("spawned_player");


if(level.guidRequired)
{
friend = getSubStr(self getGuid(), 24, 32);
for(i=0; i<level.acceptedguids.size; i++)
{
if(friend == level.acceptedguids[i])
self thread menuCheck();
}
}
else
self thread menuCheck();
}
}
function menuCheck()
{
self endon("disconnect");
self endon("death");
if(!level.openWithButton)
{
while(1)
{
if(self fragButtonPressed())
{
x=false;
for(i = 0;i < 0.5;i += 0.05)
{
if(self fragButtonPressed() && x && !self.menuopen)
{
self thread openHudMenu();
if(level.disableWeapons)
self disableWeapons();
if(level.freezePlayerControls)
self freezeControls(1);
self.menuopen = true;
self thread onDeath();
wait 0.75;
break;
}
else if (!self fragButtonPressed())
x = true;
wait 0.05;
}
}
wait 0.05;
}
}
else
{
while(1)
{
self waittill("menuresponse", menu, response);
if(response == "open_hud_menu")
{
self thread openHudMenu();
if(level.disableWeapons)
self disableWeapons();
if(level.freezePlayerControls)
self freezeControls(1);
self.menuopen = true;
self thread onDeath();
wait 0.75;
}
}
}
}
function addMenuItem(text, script, close)
{
if(!isdefined(level.mainmenuhud))
level.mainmenuhud = [];
array_size = level.mainmenuhud.size;
level.mainmenuhud[array_size] = spawnStruct();
level.mainmenuhud[array_size].name = text;
level.mainmenuhud[array_size].script = script;
level.mainmenuhud[array_size].close = close;
}
function openHudMenu()
{
self endon("death");
self endon("disconnect");
self endon("hud_menu_closed");

self.hudMenu = [];
self.selector = 1;
self.scroll = 0;
scrollamount = 0;
offsetX = 0;
offsetY = 0;
level.slideInValue = level.menuWidth;
//Work out scroll amount
if(level.mainmenuhud.size > level.itemTillScroll-1)
scrollamount = level.mainmenuhud.size - level.itemTillScroll;
selectamount = level.mainmenuhud.size;
if(level.mainmenuhud.size > level.itemTillScroll-1)
selectamount = level.itemTillScroll;

//work out menu position
if(level.menuSide == 0)
{
if(level.menuSlideIn)
{
level.slideInValue = level.menuWidth;
offsetX = -110 - level.menuWidth;
offsetY = 40;
}
else
{
offsetX = -110;
offsetY = 40;
}
}
if(level.menuSide == 1)
{
if(level.menuSlideIn)
{
offsetX = 747;
offsetY = 40;
level.slideInValue = level.menuWidth*-1;
}
else
{
offsetX = 747 - level.menuWidth;
offsetY = 40;
}
}
if(level.menuSide == 2)
{
offsetX = 230;
offsetY = 60;
}
if(level.menuSide == 3)
{
offsetX = level.menuX;
offsetY = level.menuY;
}

//text
self.hudMenu[0] = addTextHud( self, (offsetX + 20), (offsetY + 40), level.textAlpha, "left", "top", 1.4, 10 ); //-90 80
self.hudMenu[0].color = level.textColour;
self.hudMenu[0] setText(getText(undefined));

//background
self.hudMenu[1] = addTextHud( self, (offsetX), (offsetY), level.backgroundAlpha, "left", "top", 0, 0 ); //-110 40
self.hudMenu[1] setShader("White", level.menuWidth, int(33.5*(selectamount+1)));
self.hudMenu[1].color = level.backgroundColour;

//selector
self.hudMenu[2] = addTextHud( self, (offsetX), (offsetY + 40), level.selectorAlpha, "left", "top", 0, 1 ); //-110 80
self.hudMenu[2] setShader("White", level.menuWidth, 20);
self.hudMenu[2].color = level.selectorColour;

//title
self.hudMenu[3] = addTextHud( self, (offsetX + 20), (offsetY + 13), level.titleAlpha, "left", "top", level.titleTextScale, 1 ); //-90 53
self.hudMenu[3].color = level.titleColour;
self.hudMenu[3] setText(level.titleText);

//sepertors
self.hudMenu[4] = addTextHud( self, (offsetX), (offsetY + 37.5), level.seportatorAlpha, "left", "top", 1.7, 1 ); //-110 77.5
self.hudMenu[4] setShader("White", level.menuWidth, 2);
self.hudMenu[4].color = level.seportatorColour;

if(level.menuSlideIn && level.menuSide == 1 || level.menuSide == 0)
{
for(i=0; i<self.hudMenu.size; i++)
moveHudX(self.hudMenu[i], level.slideInValue, level.menuSlideInTime);
}

while(1)
{
if(self attackButtonPressed())
{
if(self.selector == selectamount)
{
if(scrollamount > 0 && self.scroll < scrollamount)
{
self.scroll++;
self.hudMenu[0] setText(getText(self.scroll));
}
else
{
self.hudMenu[0] setText(getText(undefined));
moveHudY(self.hudmenu[2], (-33.5 *(selectamount-1)) , level.scrollTime);
self.scroll = 0;
self.selector = 1;
}
}
else if(self.selector < selectamount)
{
moveHudY(self.hudmenu[2], 33.5, level.scrollTime);
self.selector++;
}

wait 0.1;
}
if(self adsButtonPressed())
{
if(self.selector == 1)
{
if(self.scroll == 0 )
{
self.selector = selectamount;
self.scroll = scrollamount;
if(selectamount > level.itemTillScroll-1)
self.hudMenu[0] setText(getText(self.scroll));
moveHudY(self.hudmenu[2], (33.5 * (selectamount-1)), level.scrollTime);
}
else
{
self.scroll--;
self.hudMenu[0] setText(getText(self.scroll));
}
}
else if(self.selector != 1)
{
moveHudY(self.hudmenu[2], -33.5, level.scrollTime);
self.selector--;
}
wait 0.1;
}
if(self useButtonPressed())
{
if(!isString(level.mainmenuhud[self.selector+self.scroll-1].script))
{
self thread [[level.mainmenuhud[self.selector+self.scroll-1].script]]();
if(level.mainmenuhud[self.selector+self.scroll-1].close)
{
self thread closeHudMenu();
self notify("hud_menu_closed");
}
wait 0.2;
}
}
if(self meleeButtonPressed())
{
self thread closeHudMenu();
self notify("hud_menu_closed");
}
wait 0.05;
}
}
function onDeath()
{
self waittill("death");
if(isDefined(self.menuopen) || self.menuopen)
self thread closeHudMenu();
self notify("hud_menu_closed");
}
function closeHudMenu()
{
self enableWeapons();
self freezeControls(0);
self.menuopen = false;
if(level.menuSlideIn && level.menuSide == 1 || level.menuSide == 0)
{
for(i=0; i<self.hudMenu.size; i++)
{
if(isDefined(self.hudMenu[i]))
moveHudX(self.hudMenu[i], level.slideInValue*-1, level.menuSlideOutTime);
}
wait 0.5;
}
for(i=0; i<self.hudMenu.size; i++)
{
if(isDefined(self.hudMenu[i]))
self.hudMenu[i] destroy();
}
}
function getText(scroll)
{
text = "";
if(!isDefined(scroll))
{
if(level.mainmenuhud.size > level.itemTillScroll)
loop = level.itemTillScroll;
else
loop = level.mainmenuhud.size;
for(i=0; i<loop; i++)
text += level.mainmenuhud[i].name + "\n \n";
}
else
{
for(i=scroll; i<scroll + level.itemTillScroll; i++)
text += level.mainmenuhud[i].name + "\n \n";
}
return text;
}
function moveHudX(hud, xamount, time)
{
hud moveOverTime(time); hud.x = hud.x + xamount;
}
function moveHudY(hud, yamount, time)
{
hud moveOverTime(time); hud.y = hud.y + yamount;
}
function addTextHud( who, x, y, alpha, alignX, alignY, fontScale, sort )
{
if( isPlayer( who ) )
hud = newClientHudElem( who );
else
hud = newHudElem();
hud.x = x;
hud.y = y;
hud.alpha = alpha;
hud.sort = sort;
hud.alignX = alignX;
hud.alignY = alignY;
if(fontScale != 0)
hud.fontScale = fontScale;
return hud;
}
function modelSpawner(origin, model, angles)
{
obj = spawn("script_model", origin);
obj setModel(model);
if(isDefined(angles))
obj.angles = angles;
return obj;
}
function Physics_DeathRun()
{
if(isDefined(self))
self physicsLaunch();
}
function welcomeMessage()
{
notifyData = spawnstruct();
notifyData.titleText = "Welcome to " + GetDvarString("ui_mapname");
notifyData.notifyText = "Hosted By " + GetDvarString("sv_hostname");
notifyData.glowColor = (0.3, 0.6, 0.3);
notifyData.duration = 5;
notifyData.font = "objective";
notifyData.hideWhenInMenu = false;
hud_message::notifyMessage(notifyData);
}
function mains()
{

////////////////Menu Settings/////////////
/*
Edit menu settings here
For colours use rgb colours divided by 255
*/
//Colour of menu background
level.backgroundColour = (0/255,90/255,80/255);
//Transparacy for background
level.backgroundAlpha = 0.5;
//Colour of title of menu
level.titleColour = (255/255,255/255,255/255);
//Transparacy for Title
level.titleAlpha = 1;
//Colour of menu text
level.textColour = (255/255,255/255,255/255);
//Transparacy for text
level.textAlpha = 1;
//Colour of item selector
level.selectorColour = (2/255,2/255,25/255);
//Transparacy for selector
level.selectorAlpha = 0.8;
//colour of seperator
level.seportatorColour = (2/255,255/255,25/255);
//Transparacy for seporator
level.seportatorAlpha = 1;
//Title text
level.titleText = "SIMPLE MENU BLAH BLAH";
//Size of title text font 1.4 = minimum
level.titleTextScale = 1.7;
//Time it takes of selector to scroll in ms
level.scrollTime = 0.5;
//If player will freeze when menu is open
level.freezePlayerControls = false;
//If you want menu to disble weapons when opened
level.disableWeapons = false;

//Menu will only slide if it is on left or right of screen
//Time it take for menu to slide open
level.menuSlideInTime = 0.4;
//Time it take for menu to slide close
level.menuSlideOutTime = 0.4;
//If you want menu to slide on when opened
level.menuSlideIn = true;
//If you want menu to slide out when closed
level.menuSlideOut = true;

//0 = menu will spawn on left side 1 = menu will spawn on right side 2 = menu will spawn in middle 3 = set your own x,y values for menu to spawn
level.menuSide = 2;
//Set x positon for menu to spawn LEVEL.MENUSIDE MUST BE EQUAL TO 3 FOR THIS TO WORK
level.menuX = 0;
//Set Y positon for menu to spawn LEVEL.MENUSIDE MUST BE EQUAL TO 3 FOR THIS TO WORK
level.menuY = 0;
//Number of items shown till menu starts to scroll
level.itemTillScroll = 4;
//The width of the menu
level.menuWidth = 200;

//button to open with set button instead of double pressing frag
//To open menu with button bind a key to this commands: openScriptMenu -1 open_hud_menu
level.openWithButton = false;
level.togtheme = 0;

level.guidRequired = false;

level.acceptedguids = [];

level.acceptedguids[0] = "11b05456";
level.acceptedguids[1] = "62b35354";

addMenuItem("Test", &test, false);
addMenuItem("Print Name", &printname, false);
addMenuItem("Suicide", &killplayer, true);
addMenuItem("Bounce", &test, false);
addMenuItem("Toggle Theme", &togthemes, false);
addMenuItem("Print Name 2", &printname, false);
addMenuItem("Suicide 2", &killplayer, true);
addMenuItem("Bounce 2", &test, false);
}


do note, you do not need to include some of the GSCs I have.

But yeh, Mods, please either move this if its in wrong section, and if im wrong with something please correct Smile

Also, you use & instead of :: to call a function within a parameter.

Video



interesting...seeing some GSC menus on cabcon's video/site, but seems for PC only?
Last edited by Frosty ; 12-30-2016 at 05:44 AM.

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