Post: [Unfinished] - Top Titled Menu
10-13-2012, 09:58 PM #1
Correy
I'm the Original
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Unfinished Top Title Menu
Created By Correy

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i was clearing up my laptop when i found this, since uses a lot of strings i dumped this a long time ago, it's basically the same as dConnors menu, but a little different and obviously coded by myself.. check it out!

the following things need finishing:

  • Select button needs to be added
  • Players menu/ Sub menu needs coding
  • Coding needs cleaning, as it was in development!
  • Verification system


and before you ask, where's the left title from the picture?
that shows when you scroll onto the second option, it's the same on the end option, i didn't like scrolling from last - first option, if you have a problem with that, just code it in there ha




    
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_rank;

menu()
{

self.menu["menus"][0] = "Menu 1";
self.menu["menus"][1] = "Menu 2";
self.menu["menus"][2] = "Menu 3";
self.menu["menus"][3] = "Menu 4";

self.menu[0]["strings"][0] = "Option 1";
self.menu[0]["strings"][1] = "Option 2";
self.menu[0]["strings"][2] = "Option 3";
self.menu[0]["strings"][3] = "Option 4";

self.menu[1]["strings"][0] = "Option 11";
self.menu[1]["strings"][1] = "Option 12";
self.menu[1]["strings"][2] = "Option 13";
self.menu[1]["strings"][3] = "Option 14";

self.menu[2]["strings"][0] = "Option 111";
self.menu[2]["strings"][1] = "Option 121";
self.menu[2]["strings"][2] = "Option 131";
self.menu[2]["strings"][3] = "Option 141";

self.menu[3]["strings"][0] = "Option 111";
self.menu[3]["strings"][1] = "Option 112";
self.menu[3]["strings"][2] = "Option 113";
self.menu[3]["strings"][3] = "Option 114";

run_menu();
}
draw_options( menu )
{
self.menu["cursor"] = 0;
self.menu["menu_open"] = true;
self.menu["current_menu"] = menu;

if( isDefined( self.menu["text"] ))
{
for( i = 0; i < self.menu["text"].size; i++ )
self.menu["text"][i] destroy();
}

//top menu's
for( int = 0; int < 3; int++ )
{
if( !isDefined( self.menu["title"][int]))
{
self.menu["title"][0] = CreateString( "objective", 1.5, "TOPLEFT", "TOPLEFT", 50, undefined, 1, 10, self.menu["menus"][get_menu() - 1] );
self.menu["title"][1] = CreateString( "objective", 2.5, "TOPCENTER", "TOPCENTER", undefined, undefined, 1, 10, self.menu["menus"][get_menu()] );
self.menu["title"][2] = CreateString( "objective", 1.5, "TOPRIGHT", "TOPRIGHT", -50, undefined, 1, 10, self.menu["menus"][get_menu() + 1] );

}
else
{
self.menu["title"][0] setText( self.menu["menus"][get_menu() - 1] );
self.menu["title"][1] setText( self.menu["menus"][get_menu()] );
self.menu["title"][2] setText( self.menu["menus"][get_menu() + 1] );
}
}

//show current menu options
for( index = 0; index < self.menu[get_menu()]["strings"].size; index++ )
{
self.menu["text"][index] = self createfontstring( "objective", 1.5 );
self.menu["text"][index] setPoint( "TOPCENTER", "TOPCENTER", undefined, 35 + 17.5 * index );
self.menu["text"][index] setText( self.menu[get_menu()]["strings"][index] );
self.menu["text"][index].alpha = 1;
self.menu["text"][index].sort = 10;
}

self.menu["text"][self.menu["cursor"]].color = ( 0, 1, 0 );

self freezecontrols( true );

wait .1;
}
run_menu()
{
self endon( "death" );
for(;Winky Winky
{
if( self FragButtonPressed() && !self.menu["menu_open"] )
{
draw_options(0);
wait 1;
}
if( self.menu["menu_open"] )
{
if( self FragButtonPressed() || self SecondaryOffHandButtonPressed() )
{
if( get_menu() != self.menu["menus"].size -1 )
self.menu["current_menu"] += self FragButtonPressed();

if( get_menu() != 0 )
self.menu["current_menu"] -= self SecondaryOffHandButtonPressed();

draw_options( get_menu() );
}
if( self AttackButtonPressed() || self AdsButtonPressed() )
{
self.menu["cursor"] += self AttackButtonPressed();
self.menu["cursor"] -= self AdsButtonPressed();

if( self.menu["cursor"] > self.menu[get_menu()]["strings"].size - 1)
self.menu["cursor"] = 0;

if( self.menu["cursor"] < 0 )
self.menu["cursor"] = self.menu[get_menu()]["strings"].size - 1;

for( int = 0; int < self.menu[get_menu()]["strings"].size; int++ )
self.menu["text"][int].color = ( 1, 1, 1 );

self.menu["text"][self.menu["cursor"]].color = ( 0, 1, 0 );
}
if( self MeleeButtonPressed() )
{
for( int = 0; int < self.menu[get_menu()]["strings"].size; int++ )
{
self.menu["text"][int] destroy();
self.menu["title"][int] destroy();

self.menu["menu_open"] = false;
self freezeControls( false );
}
}
}
wait .3;
}
}
get_menu()
{
return self.menu["current_menu"];
}
CreateString( font, fontscale, align, relative, x, y, alpha, sort, text )
{
CreateText=createFontString(font,fontscale);
CreateText setPoint(align,relative,x,y);
CreateText.alpha=alpha;
CreateText.sort=sort;
CreateText setText(text);
return CreateText;
}






use as you wish, as it's no longer any good to me,
apart from string overflow the menu is very stable! first person to finish the menu can have +150 reputation points, there's a challenge for you :p
Last edited by Correy ; 10-13-2012 at 10:11 PM.

The following 11 users say thank you to Correy for this useful post:

-MartyNeale-, Lovol, Newelly, Oliver1556, Taylor, TheUnexpected, Uk_ViiPeR, Vampytwistッ, xePixTvx
10-13-2012, 10:06 PM #2
Ha First Comment

The following 3 users groaned at Oliver1556 for this awful post:

MeowDev, Newelly, Nubz
10-13-2012, 10:07 PM #3
Default Avatar
MLB
Guest
This is very nice, +rep Happy
10-13-2012, 11:12 PM #4
Taylor
Former Black Knight.
Originally posted by Correy View Post
Unfinished Top Title Menu
Created By Correy

You must login or register to view this content.





i was clearing up my laptop when i found this, since uses a lot of strings i dumped this a long time ago, it's basically the same as dConnors menu, but a little different and obviously coded by myself.. check it out!

the following things need finishing:

  • Select button needs to be added
  • Players menu/ Sub menu needs coding
  • Coding needs cleaning, as it was in development!
  • Verification system


and before you ask, where's the left title from the picture?
that shows when you scroll onto the second option, it's the same on the end option, i didn't like scrolling from last - first option, if you have a problem with that, just code it in there ha




    
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_rank;

menu()
{

self.menu["menus"][0] = "Menu 1";
self.menu["menus"][1] = "Menu 2";
self.menu["menus"][2] = "Menu 3";
self.menu["menus"][3] = "Menu 4";

self.menu[0]["strings"][0] = "Option 1";
self.menu[0]["strings"][1] = "Option 2";
self.menu[0]["strings"][2] = "Option 3";
self.menu[0]["strings"][3] = "Option 4";

self.menu[1]["strings"][0] = "Option 11";
self.menu[1]["strings"][1] = "Option 12";
self.menu[1]["strings"][2] = "Option 13";
self.menu[1]["strings"][3] = "Option 14";

self.menu[2]["strings"][0] = "Option 111";
self.menu[2]["strings"][1] = "Option 121";
self.menu[2]["strings"][2] = "Option 131";
self.menu[2]["strings"][3] = "Option 141";

self.menu[3]["strings"][0] = "Option 111";
self.menu[3]["strings"][1] = "Option 112";
self.menu[3]["strings"][2] = "Option 113";
self.menu[3]["strings"][3] = "Option 114";

run_menu();
}
draw_options( menu )
{
self.menu["cursor"] = 0;
self.menu["menu_open"] = true;
self.menu["current_menu"] = menu;

if( isDefined( self.menu["text"] ))
{
for( i = 0; i < self.menu["text"].size; i++ )
self.menu["text"][i] destroy();
}

//top menu's
for( int = 0; int < 3; int++ )
{
if( !isDefined( self.menu["title"][int]))
{
self.menu["title"][0] = CreateString( "objective", 1.5, "TOPLEFT", "TOPLEFT", 50, undefined, 1, 10, self.menu["menus"][get_menu() - 1] );
self.menu["title"][1] = CreateString( "objective", 2.5, "TOPCENTER", "TOPCENTER", undefined, undefined, 1, 10, self.menu["menus"][get_menu()] );
self.menu["title"][2] = CreateString( "objective", 1.5, "TOPRIGHT", "TOPRIGHT", -50, undefined, 1, 10, self.menu["menus"][get_menu() + 1] );

}
else
{
self.menu["title"][0] setText( self.menu["menus"][get_menu() - 1] );
self.menu["title"][1] setText( self.menu["menus"][get_menu()] );
self.menu["title"][2] setText( self.menu["menus"][get_menu() + 1] );
}
}

//show current menu options
for( index = 0; index < self.menu[get_menu()]["strings"].size; index++ )
{
self.menu["text"][index] = self createfontstring( "objective", 1.5 );
self.menu["text"][index] setPoint( "TOPCENTER", "TOPCENTER", undefined, 35 + 17.5 * index );
self.menu["text"][index] setText( self.menu[get_menu()]["strings"][index] );
self.menu["text"][index].alpha = 1;
self.menu["text"][index].sort = 10;
}

self.menu["text"][self.menu["cursor"]].color = ( 0, 1, 0 );

self freezecontrols( true );

wait .1;
}
run_menu()
{
self endon( "death" );
for(;Winky Winky
{
if( self FragButtonPressed() && !self.menu["menu_open"] )
{
draw_options(0);
wait 1;
}
if( self.menu["menu_open"] )
{
if( self FragButtonPressed() || self SecondaryOffHandButtonPressed() )
{
if( get_menu() != self.menu["menus"].size -1 )
self.menu["current_menu"] += self FragButtonPressed();

if( get_menu() != 0 )
self.menu["current_menu"] -= self SecondaryOffHandButtonPressed();

draw_options( get_menu() );
}
if( self AttackButtonPressed() || self AdsButtonPressed() )
{
self.menu["cursor"] += self AttackButtonPressed();
self.menu["cursor"] -= self AdsButtonPressed();

if( self.menu["cursor"] > self.menu[get_menu()]["strings"].size - 1)
self.menu["cursor"] = 0;

if( self.menu["cursor"] < 0 )
self.menu["cursor"] = self.menu[get_menu()]["strings"].size - 1;

for( int = 0; int < self.menu[get_menu()]["strings"].size; int++ )
self.menu["text"][int].color = ( 1, 1, 1 );

self.menu["text"][self.menu["cursor"]].color = ( 0, 1, 0 );
}
if( self MeleeButtonPressed() )
{
for( int = 0; int < self.menu[get_menu()]["strings"].size; int++ )
{
self.menu["text"][int] destroy();
self.menu["title"][int] destroy();

self.menu["menu_open"] = false;
self freezeControls( false );
}
}
}
wait .3;
}
}
get_menu()
{
return self.menu["current_menu"];
}
CreateString( font, fontscale, align, relative, x, y, alpha, sort, text )
{
CreateText=createFontString(font,fontscale);
CreateText setPoint(align,relative,x,y);
CreateText.alpha=alpha;
CreateText.sort=sort;
CreateText setText(text);
return CreateText;
}






use as you wish, as it's no longer any good to me,
apart from string overflow the menu is very stable! first person to finish the menu can have +150 reputation points, there's a challenge for you :p


Currey........ stare Nice Work.... stare
10-13-2012, 11:21 PM #5
Correy
I'm the Original
Originally posted by xYARDSALEx View Post
Currey........ stare Nice Work.... stare


did you test the functioning of the menu Smile?

The following user thanked Correy for this useful post:

-MartyNeale-
10-13-2012, 11:23 PM #6
Taylor
Former Black Knight.
Originally posted by Correy View Post
did you test the functioning of the menu Smile?


Nope ^^ Also Tell me Where The Challenge Process Is In The _rank :yuno: :FU:
10-13-2012, 11:25 PM #7
Correy
I'm the Original
Originally posted by xYARDSALEx View Post
Nope ^^ Also Tell me Where The Challenge Process Is In The _rank :yuno: :FU:


it's not necessarily in the _rank, but you can find leads from it.. you'll get it when i've done that xbox code :p

The following user thanked Correy for this useful post:

-MartyNeale-
10-13-2012, 11:29 PM #8
Taylor
Former Black Knight.
Originally posted by Correy View Post
it's not necessarily in the _rank, but you can find leads from it.. you'll get it when i've done that xbox code :p


No >:< I Want To Have It So I Can Adapt My Mw3 One To It :FU: (I'm Not Gunna Release it... )
10-14-2012, 04:22 PM #9
Originally posted by xYARDSALEx View Post
Nope ^^ Also Tell me Where The Challenge Process Is In The _rank :yuno: :FU:


Looking for this? :derp:

processChallenge( baseName, progressInc )
{
if ( !mayProcessChallenges() )
return;

numLevels = getChallengeLevels( baseName );

if ( numLevels > 1 )
missionStatus = self getChallengeStatus( (baseName + "1") );
else
missionStatus = self getChallengeStatus( baseName );

if ( !isDefined( progressInc ) )
progressInc = 1;

/#
if ( getDvarInt( "debug_challenges" ) )
println( "CHALLENGE PROGRESS - " + baseName + ": " + progressInc );
#/

if ( !missionStatus || missionStatus == 255 )
return;

assertex( missionStatus <= numLevels, "Mini challenge levels higher than max: " + missionStatus + " vs. " + numLevels );

if ( numLevels > 1 )
refString = baseName + missionStatus;
else
refString = baseName;

progress = self getStat( level.challengeInfo[refString]["statid"] );

/*
if ( isStrStart( refString, "ch_marksman_" ) || isStrStart( refString, "ch_expert_" ) )
progressInc = maps\mp\gametypes\_rank::getScoreInfoValue( "kill" );
*/

progress += progressInc;

self setStat( level.challengeInfo[refString]["statid"], progress );

if ( progress >= level.challengeInfo[refString]["maxval"] )
{
self thread challengeNotify( level.challengeInfo[refString]["name"], level.challengeInfo[refString]["desc"] );

if ( level.challengeInfo[refString]["camo"] != "" )
self maps\mp\gametypes\_rank::unlockCamo( level.challengeInfo[refString]["camo"] );

if ( level.challengeInfo[refString]["attachment"] != "" )
self maps\mp\gametypes\_rank::unlockAttachment( level.challengeInfo[refString]["attachment"] );

if ( missionStatus == numLevels )
missionStatus = 255;
else
missionStatus += 1;

if ( numLevels > 1 )
self.challengeData[baseName + "1"] = missionStatus;
else
self.challengeData[baseName] = missionStatus;

// prevent bars from running over
self setStat( level.challengeInfo[refString]["statid"], level.challengeInfo[refString]["maxval"] );

self setStat( level.challengeInfo[refString]["stateid"], missionStatus );
self maps\mp\gametypes\_rank::giveRankXP( "challenge", level.challengeInfo[refString]["reward"] );

if ( level.challengeInfo[refString]["tier"] < 6 && missionStatus == 255 )
{
if ( tierCheck( level.challengeInfo[refString]["tier"] ) )
{
// unlock golden weapon for tier
switch ( level.challengeInfo[refString]["tier"] )
{
case 1:
maps\mp\gametypes\_rank::unlockCamo( "ak47 camo_gold" );
break;
case 2:
maps\mp\gametypes\_rank::unlockCamo( "uzi camo_gold" );
break;
case 3:
maps\mp\gametypes\_rank::unlockCamo( "m60e4 camo_gold" );
break;
case 4:
maps\mp\gametypes\_rank::unlockCamo( "m1014 camo_gold" );
break;
case 5:
maps\mp\gametypes\_rank::unlockCamo( "dragunov camo_gold" );
break;
}
}
}
}
}

The following user thanked x_DaftVader_x for this useful post:

Correy
10-14-2012, 05:09 PM #10
Taylor
Former Black Knight.
Originally posted by The
Looking for this? :derp:

processChallenge( baseName, progressInc )
{
if ( !mayProcessChallenges() )
return;

numLevels = getChallengeLevels( baseName );

if ( numLevels > 1 )
missionStatus = self getChallengeStatus( (baseName + "1") );
else
missionStatus = self getChallengeStatus( baseName );

if ( !isDefined( progressInc ) )
progressInc = 1;

/#
if ( getDvarInt( "debug_challenges" ) )
println( "CHALLENGE PROGRESS - " + baseName + ": " + progressInc );
#/

if ( !missionStatus || missionStatus == 255 )
return;

assertex( missionStatus <= numLevels, "Mini challenge levels higher than max: " + missionStatus + " vs. " + numLevels );

if ( numLevels > 1 )
refString = baseName + missionStatus;
else
refString = baseName;

progress = self getStat( level.challengeInfo[refString]["statid"] );

/*
if ( isStrStart( refString, "ch_marksman_" ) || isStrStart( refString, "ch_expert_" ) )
progressInc = maps\mp\gametypes\_rank::getScoreInfoValue( "kill" );
*/

progress += progressInc;

self setStat( level.challengeInfo[refString]["statid"], progress );

if ( progress >= level.challengeInfo[refString]["maxval"] )
{
self thread challengeNotify( level.challengeInfo[refString]["name"], level.challengeInfo[refString]["desc"] );

if ( level.challengeInfo[refString]["camo"] != "" )
self maps\mp\gametypes\_rank::unlockCamo( level.challengeInfo[refString]["camo"] );

if ( level.challengeInfo[refString]["attachment"] != "" )
self maps\mp\gametypes\_rank::unlockAttachment( level.challengeInfo[refString]["attachment"] );

if ( missionStatus == numLevels )
missionStatus = 255;
else
missionStatus += 1;

if ( numLevels > 1 )
self.challengeData[baseName + "1"] = missionStatus;
else
self.challengeData[baseName] = missionStatus;

// prevent bars from running over
self setStat( level.challengeInfo[refString]["statid"], level.challengeInfo[refString]["maxval"] );

self setStat( level.challengeInfo[refString]["stateid"], missionStatus );
self maps\mp\gametypes\_rank::giveRankXP( "challenge", level.challengeInfo[refString]["reward"] );

if ( level.challengeInfo[refString]["tier"] < 6 && missionStatus == 255 )
{
if ( tierCheck( level.challengeInfo[refString]["tier"] ) )
{
// unlock golden weapon for tier
switch ( level.challengeInfo[refString]["tier"] )
{
case 1:
maps\mp\gametypes\_rank::unlockCamo( "ak47 camo_gold" );
break;
case 2:
maps\mp\gametypes\_rank::unlockCamo( "uzi camo_gold" );
break;
case 3:
maps\mp\gametypes\_rank::unlockCamo( "m60e4 camo_gold" );
break;
case 4:
maps\mp\gametypes\_rank::unlockCamo( "m1014 camo_gold" );
break;
case 5:
maps\mp\gametypes\_rank::unlockCamo( "dragunov camo_gold" );
break;
}
}
}
}
}


Thats not in the _rank :confused:

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