Post: GSC Resources
07-13-2016, 06:02 AM #1
EternalHabit
Former Staff
(adsbygoogle = window.adsbygoogle || []).push({}); A Thread For Everything BO2 GSC All In One Place

BO2 Engine Functions & Methods -
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GSC Dump
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GSC Menu Bases
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GSC Editor's & Injector's
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Updated Overflow Fix
    init()
{
level.strings = [];

level thread onPlayerConnect();
}

onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");

for(;Winky Winky
{
self waittill("spawned_player");

if(!isDefined(level.overflowFixThreaded))
{
level.overflowFixThreaded = true;
level thread overflowFix();
}
}
}

recreateMenuText()
{
//re-create your text here using setSafeText, no need for calling "submenu" if using sharks base
}

overflowfix()
{
level endon("game_ended");
level endon("host_migration_begin");

test = level createServerFontString("default", 1);
test setText("xTUL");
test.alpha = 0;

if(GetDvar("g_gametype") == "sd")
limit = 45; //110 with _rank.gsc
else
limit = 55; //115 with _rank.gsc

for(;Winky Winky
{
level waittill("textset");
if(level.strings.size >= limit)
{
test ClearAllTextAfterHudElem();
level.strings = [];//re-building the string array

foreach(player in level.players)
{
if(isDefined(player.hasMenu) && player isVerified())//if the player has the menu and they are verified (change this to work with your menu)
{
if(isDefined(player.menu.open))//if the menu is open
player recreateMenuText();
}
}
}
}
}

setSafeText(text)
{
if (!isInArray(level.strings, text))
{
level.strings[level.strings.size] = text;
self setText(text);
level notify("textset");
}
else
self setText(text);
}


[How To] Set Value w/ Text + Explanation

Basically setValue isn't supposed to have any type of letters in it. But with this code you can do just that. What's the point of this? Well, setValue will never overflow so it's good for zombie counters or anything like that.

    //Example Code
SetvalueWtext()
{
lol = createText("small", 1.5, "CENTER", "CENTER", 0, 0, 1, 1);
lol.label = &"Origin: ";

for(;Winky Winky
{
wait .05;
lol setValue(self getOrigin()[2]);
}
}

createText(font, fontScale, align, relative, x, y, sort, alpha)
{
textElem = self createFontString(font, fontScale);
textElem setPoint(align, relative, x, y);
textElem.sort = sort;
textElem.alpha = alpha;
return textElem;
}
//When overflow fixing, put this inside recreateText or else the text messes up
//lol.label = &"Origin: ";



Credits:
There would be way too many credits to give, if you contributed to this thread somehow. Then you should know who you are.
Last edited by EternalHabit ; 08-24-2017 at 04:25 PM.

The following 28 users say thank you to EternalHabit for this useful post:

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09-13-2016, 04:16 PM #29
oCmKs_4_LiFe
< ^ > < ^ >
Originally posted by xTurntUpLobbies View Post
A Thread For Everything BO2 GSC All In One Place

BO2 Engine Functions & Methods -
You must login or register to view this content.
You must login or register to view this content.
You must login or register to view this content.

GSC Dump
Multiplayer - You must login or register to view this content.
Zombies - You must login or register to view this content.

GSC Menu Bases
You must login or register to view this content.

GSC Editor's & Injector's
You must login or register to view this content.
You must login or register to view this content.
You must login or register to view this content.
You must login or register to view this content.

Decompiler's
You must login or register to view this content.
You must login or register to view this content.

Other Useful Accessories
You must login or register to view this content.
You must login or register to view this content.
You must login or register to view this content.
You must login or register to view this content.
You must login or register to view this content.
You must login or register to view this content.

Multiplayer Lists
FX List - You must login or register to view this content.
Shader List - You must login or register to view this content.
Weapon List - You must login or register to view this content.
Model List - You must login or register to view this content.
Vehicles - You must login or register to view this content.
Turrets - You must login or register to view this content.

Zombies Lists
FX List - You must login or register to view this content.
Model List - You must login or register to view this content.
My Personal Shader List - You must login or register to view this content.
Weapon List - You must login or register to view this content.

MP & ZM Lists
Character Bones - You must login or register to view this content.
DVARS List - You must login or register to view this content.
Sound List - You must login or register to view this content.
Visions - You must login or register to view this content.
Fonts - You must login or register to view this content.
Buttons Codes - You must login or register to view this content.
Animations - You must login or register to view this content.


Updated Overflow Fix
    init()
{
level.strings = [];

level thread onPlayerConnect();
}

onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");

for(;Winky Winky
{
self waittill("spawned_player");

if(!isDefined(level.overflowFixThreaded))
{
level.overflowFixThreaded = true;
level thread overflowFix();
}
}
}

recreateMenuText()
{
//re-create your text here using setSafeText, no need for calling "submenu" if using sharks base
}

overflowfix()
{
level endon("game_ended");
level endon("host_migration_begin");

test = level createServerFontString("default", 1);
test setText("xTUL");
test.alpha = 0;

if(GetDvar("g_gametype") == "sd")
limit = 45; //110 with _rank.gsc
else
limit = 55; //115 with _rank.gsc

for(;Winky Winky
{
level waittill("textset");
if(level.strings.size >= limit)
{
test ClearAllTextAfterHudElem();
level.strings = [];//re-building the string array

foreach(player in level.players)
{
if(isDefined(player.hasMenu) && player isVerified())//if the player has the menu and they are verified (change this to work with your menu)
{
if(isDefined(player.menu.open))//if the menu is open
player recreateMenuText();
}
}
}
}
}

setSafeText(text)
{
if (!isInArray(level.strings, text))
{
level.strings[level.strings.size] = text;
self setText(text);
level notify("textset");
}
else
self setText(text);
}


[How To] Set Value w/ Text + Explanation

Basically setValue isn't supposed to have any type of letters in it. But with this code you can do just that. What's the point of this? Well, setValue will never overflow, so if you wanted to make a menu out of this you easily could, and you wouldn't need an overflow fix. It's also good for zombie counters or anything like that.

    //Example Code
SetvalueWtext()
{
lol = createText("small", 1.5, "CENTER", "CENTER", 0, 0, 1, 1);
lol.label = &"Origin: ";

for(;Winky Winky
{
wait .05;
lol setValue(self getOrigin()[2]);
}
}

createText(font, fontScale, align, relative, x, y, sort, alpha)
{
textElem = self createFontString(font, fontScale);
textElem setPoint(align, relative, x, y);
textElem.sort = sort;
textElem.alpha = alpha;
return textElem;
}
//When overflow fixing, put this inside recreateText or else the text messes up
//lol.label = &"Origin: ";



Credits:
There would be way too many credits to give, if you contributed to this thread somehow. Then you should know who you are.




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