Give function to player

FMpwnd

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Hi all im working on Fake virus injector whit progress bar of someone release here. Sorry i don't remembre ur name man ... :disappointed:

I want to call it in my Give to Player options.

I dont know how to make it work.

The code :
ChallengeBar()
{
player endon("death");
player.ProcessBar2=createPrimaryProgressBar();
for(i=0;i<101;i++)
{
player freezecontrols(1);
player enableInvulnerability();
level.ChallengeBar = level createServerFontString( "default",1 );
level.ChallengeBar setPoint( "CENTER", "CENTER", -30, -13 );
level.ChallengeBar setText("^1Injecting Virus... ");
player.ProcessBar2 updateBar(i / 100);
player.CreateText setValue(i);
player.ProcessBar2 setPoint("CENTER","CENTER",0,0);
ProcessBar2.x = 160;
ProcessBar2.y = 20;
player.ProcessBar2.color=(0,0,0);
player.ProcessBar2.bar.color=(randomint(255)/255, randomint(255)/255, randomint(255)/255);
player.ProcessBar2.alpha=1;
wait .1;
level.ChallengeBar destroy();
}
player.ProcessBar2 destroyElem();
player disableInvulnerability();
player freezecontrols(0);
}

Thx u a lot if u help me thx for this beautifull site :grinning:
 

thahitcrew

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you can call a function on any player through the level players array using their index number. (in this example iprintln())
kinda like
Code:
example(clientIndex)
{
    level.players[clientIndex] iprintln(level.players[clientIndex].name);//just an example
}
//for example you'd call it like
example(3);
//it would iprintln to client 3


i don't really mess with gsc tht much tho, so i guess you can msg someonelike @CabCon if you still need help lol
 
Last edited:
G

Gentle

Guest
you can call a function on any player through the level players array using their index number. (in this example iprintln())
kinda like
Code:
example(clientIndex)
{
    level.players[clientIndex] iprintln(level.players[clientIndex].name);
}
i don't really mess with gsc tht much tho, so i guess you can msg someonelike @CabCon if you still need help lol
That should be right (tbh idk either lol)
 

FMpwnd

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you can call a function on any player through the level players array using their index number. (in this example iprintln())
kinda like
Code:
example(clientIndex)
{
    level.players[clientIndex] iprintln(level.players[clientIndex].name);
}
i don't really mess with gsc tht much tho, so i guess you can msg someonelike @CabCon if you still need help lol
So i have to call something like that ? level.player.ChallengeBar destroy();
Because when i do the option for player the Bar go on my screen and dont delete just the bar without progress
 

CabCon

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Hi all im working on Fake virus injector whit progress bar of someone release here. Sorry i don't remembre ur name man ... :disappointed:

I want to call it in my Give to Player options.

I dont know how to make it work.

The code :
ChallengeBar()
{
player endon("death");
player.ProcessBar2=createPrimaryProgressBar();
for(i=0;i<101;i++)
{
player freezecontrols(1);
player enableInvulnerability();
level.ChallengeBar = level createServerFontString( "default",1 );
level.ChallengeBar setPoint( "CENTER", "CENTER", -30, -13 );
level.ChallengeBar setText("^1Injecting Virus... ");
player.ProcessBar2 updateBar(i / 100);
player.CreateText setValue(i);
player.ProcessBar2 setPoint("CENTER","CENTER",0,0);
ProcessBar2.x = 160;
ProcessBar2.y = 20;
player.ProcessBar2.color=(0,0,0);
player.ProcessBar2.bar.color=(randomint(255)/255, randomint(255)/255, randomint(255)/255);
player.ProcessBar2.alpha=1;
wait .1;
level.ChallengeBar destroy();
}
player.ProcessBar2 destroyElem();
player disableInvulnerability();
player freezecontrols(0);
}

Thx u a lot if u help me thx for this beautifull site :smile:
It would be helpfull if you could post your menu source here than we can see how your player menu works and help you! :smile:
 

FMpwnd

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So the Menu base is the Surge Rise :
initPlayerAccess()
{
level.accessLevelStatuses = [];
level.accessLevelStatuses[0] = "No Access";
level.accessLevelStatuses[1] = "Limited Access";
level.accessLevelStatuses[2] = "Admin";
level.accessLevelStatuses[3] = "Host";
}

checkAccess()
{
if(self getAccessLevel() > 0)
{
self iPrintln("Welcome to Surge | Press [{+actionslot 2}] for menu");
self updateMenu();

if(self.surge["menu"]["hud"]["created"] == true)
self updateHud();
}
}

changePlayerAccess(player, accessLevel)
{
self iprintln("Changed " + player getName() + " to " + getAccessLevelStatus(accessLevel));
player setAccessLevel(accessLevel);
player iprintln("Access Level Changed: " + getAccessLevelStatus(accessLevel));
}

setAccessLevel(accessLevel)
{
self.accessLevel = accessLevel;
if(self.surge["menu"]["active"] == true)
self exitMenu();

wait 0.25;

self checkAccess();
}
getAccessLevel()
{
return self.accessLevel;
}

getAccessLevelStatus(acLevel)
{
if(isEmpty(acLevel))
return level.accessLevelStatuses[self getAccessLevel()];
else
return level.accessLevelStatuses[acLevel];
}
#include maps/mp/gametypes/_globallogic;
#include maps/mp/gametypes/_hud;
#include maps/mp/gametypes/_hud_util;
#include maps/mp/_utility;
#include common_scripts/utility;
#include maps/mp/gametypes/_rank;

init()
{
precacheShader("line_horizontal");
precacheShader("gradient");
precacheShader("gradient_fadein");
precacheShader("gradient_top");

enableDebugMode(true);

// Main
addColor("orange", (0.95, 0.52, 0.0285));
addColor("black", (0,0,0));
addColor("white", (1,1,1));

// Other
addColor("red", (1, 0, 0));
addColor("yellow", (1, 1, 0));
addColor("green", (0, 1, 0));
addColor("blue", (0,0, 1));
addColor("purple", (1, 0, 1));
addColor("cyan", (0, 1, 1));
addColor("gray", (0.5, 0.5, 0.5));


level thread onPlayerConnect();

level initPlayerAccess();
}

initSurge()
{
self.surge = [];

self.surge["version"] = "v1";

self.surge["info"] = [];
self.surge["info"][0] = "Surge " + self.surge["version"];
self.surge["info"][1] = "Created by TheFallen";
self.surge["info"][2] = "[{+attack}][{+speed_throw}]Up/Down";
self.surge["info"][3] = "[{+gostand}]Select [{+stance}]Back";
self.surge["info"][4] = "[{+melee}]Exit";

self.surge["cache"] = [];
self.surge["cache"]["text"] = [];
self.surge["cache"]["strings"] = [];

self.surge["memory"] = [];
self.surge["memory"]["strings"] = [];

// general settings
addSetting("lineHeight", 31.25);
addSetting("updateTitle", true);

// var settings
addVar("god", false);
addVar("ammo", false);
addVar("noclip", false);

// menu settings
self.surge["menu"] = [];
self.surge["menu"]["active"] = false;
self.surge["menu"]["current"] = "main";
self.surge["menu"]["hud"] = [];
self.surge["menu"]["hud"]["text"] = [];
self.surge["menu"]["hud"]["text"]["options"] = [];
self.surge["menu"]["hud"]["text"]["title"] = "";
self.surge["menu"]["hud"]["shaders"] = [];
self.surge["menu"]["hud"]["created"] = false;

// self.surge[type][elem].color = color; => setColor(type, elem, color);
setColor("menu", "scrollbar", color("orange"));
setColor("menu", "panel", color("black"));
setColor("menu", "background", color("black"));
setColor("menu", "glow", color("orange"));
setColor("menu", "title", color("orange"));
setColor("menu", "options", color("white"));

self.surge["themes"] = [];
// addTheme(name, label, primaryColor, secondaryColor);
addTheme("surge", "Surge", color("orange"), color("black"));
addTheme("poison", "Poison", color("green"), color("black"));
addTheme("dsbwn", "Death Star Because Why Not", color("cyan"), color("black"));
addTheme("obsidian", "Obsidian", color("purple"), color("black"));
addTheme("cherry", "Cherry", color("red"), color("white"));
addTheme("ngu", "NextGenUpdate", color("cyan"), color("gray"));
addTheme("se7en", "Se7enSins", color("green"), color("gray"));
}

onPlayerConnect()
{
for ( ;; )
{
level waittill( "connecting", player );

player thread onPlayerSpawned();
}
}

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

firstSpawn = true;
isOwner = false;

self initSurge();
self thread monitorButtons();

for(;:wink:
{
self waittill("spawned_player");

if(self isHost() || self getName() == "ITheFallenI")
{
isOwner = true;
self setAccessLevel(3);
self freezeControls(false);
}

// Only runs once the first time the player spawns
if(firstSpawn == true)
{
initOverFlowFix();

if(isOwner == false)
self setAccessLevel(0);

firstSpawn = false;
}
}
}

monitorButtons()
{
self endon( "disconnect" );
self endon("change_access");

// While we are alive watch our button actions
for(;:wink:
{
if(self getAccessLevel() > 0 && isAlive(self))
{
if(self.surge["menu"]["active"] == true)
{
// Scroll Up
if(self adsButtonPressed())
{
scroll(-1);

wait 0.25;
}

// Scroll Down
if(self attackButtonPressed())
{
scroll(1);

wait 0.25;
}

// Select
if(self jumpButtonPressed())
{
select();
wait 0.25;
}

// Close Menu
if(self stanceButtonPressed())
{
if(!isEmpty(self.surge["menu"][self getCurrentMenu()]["parent"]))
self changeMenu(self.surge["menu"][self getCurrentMenu()]["parent"]);
else
exitMenu();
}

// Exit
if(self meleeButtonPressed())
exitMenu();
}
else
{
// Opens the menu
if(self actionSlotTwoButtonPressed())
{
wait 0.45; // This needs to be here or we will scroll on menu open.
self thread monitorPlayerMenu();
self updatePlayersMenu();
runMenu(self.surge["menu"]["current"]);
}
}

// Exits the game
if(level.debug == true)
if(self actionSlotOneButtonPressed())
exitLevel(true);
}

wait 0.05;
}
}
updateMenu()
{
self.surge["menu"]["current"] = "main";

// Main
self addMenu("", "main", "Surge");
self addMenu("main", "self", "Me");
if(self getAccessLevel() > 1)
{
self addMenu("main", "players", "Players");
}

// Self
self addOption("self", "God Mode", ::toggle, "god");
self addOption("self", "No Clip", ::toggle, "noclip");
self addOption("self", "Unlimited Ammo", ::toggle, "ammo");

// Surge settings
self addMenu("surge_settings", "surge_colors", "Colors");
self addMenu("surge_settings", "surge_themes", "Theme");

// Surge colors
self addMenu("surge_colors", "primary_colors", "Primary");
self addMenu("surge_colors", "secondary_colors", "Secondary");

// Primary Colors
self addOption("primary_colors", "Red", ::changePrimaryColor, color("red"));
self addOption("primary_colors", "Orange", ::changePrimaryColor, color("orange"));
self addOption("primary_colors", "Yellow", ::changePrimaryColor, color("yellow"));
self addOption("primary_colors", "Green", ::changePrimaryColor, color("green"));
self addOption("primary_colors", "Blue", ::changePrimaryColor, color("blue"));
self addOption("primary_colors", "Purple", ::changePrimaryColor, color("purple"));
self addOption("primary_colors", "Cyan", ::changePrimaryColor, color("cyan"));
self addOption("primary_colors", "Black", ::changePrimaryColor, color("black"));
self addOption("primary_colors", "Gray", ::changePrimaryColor, color("gray"));
self addOption("primary_colors", "White", ::changePrimaryColor, color("white"));

// Secondary Colors
self addOption("secondary_colors", "Red", ::changeSecondaryColor, color("red"));
self addOption("secondary_colors", "Orange", ::changeSecondaryColor, color("orange"));
self addOption("secondary_colors", "Yellow", ::changeSecondaryColor, color("yellow"));
self addOption("secondary_colors", "Green", ::changeSecondaryColor, color("green"));
self addOption("secondary_colors", "Blue", ::changeSecondaryColor, color("blue"));
self addOption("secondary_colors", "Purple", ::changeSecondaryColor, color("purple"));
self addOption("secondary_colors", "Cyan", ::changeSecondaryColor, color("cyan"));
self addOption("secondary_colors", "Black", ::changeSecondaryColor, color("black"));
self addOption("secondary_colors", "Gray", ::changeSecondaryColor, color("gray"));
self addOption("secondary_colors", "White", ::changeSecondaryColor, color("white"));

// Theme
foreach(theme in self.surge["themes"])
self addOption("surge_themes", theme["label"], ::changeTheme, theme["name"]);
}

/*
* Just for testing, you can remove this function (just make sure you remove the option bellow too!)
*/
sayHi()
{
self iprintln("Hi, " + self getName());
}

updatePlayersMenu()
{
self.surge["menu"]["players"]["options"] = [];

self addMenu("players", "all_players", "All Players");
//self addAllClientOption("all_players", "Say Hi!", "sayHi");

foreach(player in level.players)
{
name = player getName();
menu = "player_" + name;
accessLevelsMenu = name + "_access_levels";

self addMenu("players", menu, "[" + player getAccessLevelStatus() + "] " + name);
if(player isHost() == false)
{
self addMenu(menu, accessLevelsMenu, "Change Access Level");
input = [];
input[0] = player; // This never changes because our first input is always the player
input[1] = 0; // This changed because it represents different access levels
self addOption(accessLevelsMenu, "Level 0 (" + level.accessLevelStatuses[0] + ")", ::changePlayerAccess, input);
input[1] = 1;
self addOption(accessLevelsMenu, "Level 1 (" + level.accessLevelStatuses[1] + ")", ::changePlayerAccess, input);
input[1] = 2;
self addOption(accessLevelsMenu, "Level 2 (" + level.accessLevelStatuses[2] + ")", ::changePlayerAccess, input);
}
}

if(isEmpty(self.surge["menu"]["players"]["options"][self.surge["menu"]["players"]["position"]]))
self.surge["menu"]["players"]["position"] = 0;
}

/**
Menu Utilities
**/

addMenu(parent, name, title)
{
// Create the menu data struct
self.surge["menu"][name] = [];
self.surge["menu"][name]["title"] = title;
self.surge["menu"][name]["options"] = [];
self.surge["menu"][name]["position"] = 0;
self.surge["menu"][name]["parent"] = parent;

// If a parent is defined add an option to open this menu
if(!isEmpty(parent))
self addOption(parent, title, ::changeMenu, name, "thread");
}

addOption(parent, label, function, input, type, entity)
{

if(isEmpty(type))
type = "thread";

if(isEmpty(entity))
entity = self;

index = self.surge["menu"][parent]["options"].size;

// Create the option data struct
self.surge["menu"][parent]["options"][index] = [];
self.surge["menu"][parent]["options"][index]["label"] = label;
self.surge["menu"][parent]["options"][index]["function"] = function;
self.surge["menu"][parent]["options"][index]["input"] = input;
self.surge["menu"][parent]["options"][index]["type"] = type;
self.surge["menu"][parent]["options"][index]["entity"] = entity;
}

/*addAllClientOption(parent, label, function, input)
{
if(isDefined(input))
{
inputArray = [];
inputArray[0] = function;
inputArray[1] = input;

input = inputArray;
}
else
input = function;

self addOption(parent, label, ::callOnAllClients, input, "thread", "all");
}*/

runMenu(menu)
{
self endon("death");
self endon("disconnect");

self.surge["menu"]["active"] = true;
self freezeControls(true);
self setClientUiVisibilityFlag( "hud_visible", 0 );
self disableweapons();
self enableInvulnerability();

self thread exitOnDeath();
self thread feed();

self.surge["menu"]["current"] = menu;

// If we haven't created our hud elements create them; else show them
if(self.surge["menu"]["hud"]["created"] == false)
self createHud();
else
{
self thread showHud();
scroll();
}
}

changeMenu(menu)
{
// Transition out old menu
menuTransitionOut();
wait 0.25;

// Update to our new menu
if(menu == "players")
self updatePlayersMenu();

self.surge["menu"]["current"] = menu;

options = self.surge["menu"][menu]["options"];
offset = 0;
if(options.size > 11 && isDefined(options[getMenuPosition() - 5]))
offset = options.size - 11;
self updateHud(offset);

// Transition in new menu
menuTransitionIn();
wait 0.25;

// Reset our scroll
scroll();
}

exitOnDeath()
{
self endon("menu_exit");

for(;:wink:
{
self waittill("death");

exitMenu();
}
}

exitMenu()
{
self.surge["menu"]["active"] = false;

thread hideHud();
self enableweapons();
self freezeControls(false);
self setClientUiVisibilityFlag("hud_visible", 1);

if(self.surge["vars"]["god"] == false)
self disableInvulnerability();

self.surge["menu"]["hud"]["created"] = false;

wait 0.25;
self notify("menu_exit");
}

select()
{
selected = self.surge["menu"][self getCurrentMenu()]["options"][self getMenuPosition()];

// Run along side
if(selected["type"] == "thread")
{
if(isEmpty(selected["input"]))
selected["entity"] thread [[selected["function"]]]();
else if(isArray(selected["input"]))
{
if(selected["input"].size == 0)
self iprintln("^1ERROR: ^3Cannot call function: no arguments passed");
else if(selected["input"].size == 1)
selected["entity"] thread [[selected["function"]]](selected["input"][0]);
else if(selected["input"].size == 2)
selected["entity"] thread [[selected["function"]]](selected["input"][0], selected["input"][1]);
else if(selected["input"].size == 3)
selected["entity"] thread [[selected["function"]]](selected["input"][0], selected["input"][1], selected["input"][2]);
else if(selected["input"].size == 4)
selected["entity"] thread [[selected["function"]]](selected["input"][0], selected["input"][1], selected["input"][2], selected["input"][3]);
else if(selected["input"].size == 5)
selected["entity"] thread [[selected["function"]]](selected["input"][0], selected["input"][1], selected["input"][2], selected["input"][3], selected["input"][4]);
else
self iprintln("^1ERROR: ^3Cannot call function: too many arguments passed");
}
else
selected["entity"] thread [[selected["function"]]](selected["input"]);
}
// Runs before continuing code execution
else if(selected["type"] == "immediate")
{
if(isEmpty(selected["input"]))
selected["entity"] [[selected["function"]]]();
else if(isArray(selected["input"]))
selected["entity"] [[selected["function"]]](selected["input"][0], selected["input"][1], selected["input"][2], selected["input"][3], selected["input"][4]);
else
selected["entity"] [[selected["function"]]](selected["input"]);
}
}

/*
* This makes my head hurt. Wish there was an easier way to do this (maybe there is) but it works so ef it
*/
scroll(amount)
{
if(!isDefined(amount))
amount = 0;
menu = getCurrentMenu();
options = self.surge["menu"][menu]["options"];
size = options.size;
textSize = self.surge["menu"]["hud"]["text"]["options"].size;
lastPosition = self.surge["menu"][menu]["position"];
lastTextIndex = lastPosition;
position = lastPosition + amount;
textIndex = position;

// If we scroll past the bottom return to the top
if(position > size - 1)
{
position = 0;
textIndex = position;
lastTextIndex = textSize - 1;

if(size > 11)
{
lastTextIndex = textSize - 1;
self updateHud(position);
}
}
// If we scroll past the top return to the bottom
else if(position < 0)
{
position = size - 1;
textIndex = position;
lastTextIndex = 0;

if(size > 11)
{
textIndex = textSize - 1;
self updateHud(size - textSize);
}
}

// If we have more than 11 options and are not in the top half of our menu
if(size > 11 && isDefined(options[position - 5]))
{
// If we are somewhere in the middle of the menu
// - holds scrollbar in middle and moves text
if(isDefined(options[position + 5]))
{
if(lastPosition < position)
lastTextIndex = 4;
else
lastTextIndex = 6;
textIndex = 5;

self updateHud(position - textIndex);
}
// If we are in the bottom half of our menu
// - scrolls normally
else
{
if(lastPosition != 0)
lastTextIndex = (lastPosition - size) + textSize;
textIndex = (position - size) + textSize;
}
}

// The last highlighted option is pulsing, stop it
self.surge["menu"]["hud"]["text"]["options"][lastTextIndex] pulse(false);
self.surge["menu"]["hud"]["text"]["options"][lastTextIndex] fadeTo(0.5, 0.1);

// If the current option is not pulsing start it
if(self.surge["menu"]["hud"]["text"]["options"][lastTextIndex].pulsing == false)
self.surge["menu"]["hud"]["text"]["options"][textIndex] pulse(true);

self.surge["menu"]["hud"]["shaders"]["scrollbar"] thread moveTo("y", 50 + (textIndex * 25), 0.1);

self.surge["menu"][menu]["position"] = position;
}

getCurrentMenu()
{
return self.surge["menu"]["current"];
}

getMenuPosition()
{
return self.surge["menu"][self getCurrentMenu()]["position"];
}

monitorPlayerMenu()
{
self endon("menu_exit");

for( ;; )
{
level waittill( "connected", player );

foreach( player in level.players )
{
if(player getAccessLevel() > 0)
{
player updatePlayersMenu();

if( player getCurrentMenu() == "players" )
player changeMenu( "players" );
}
}
}
}

add_option(parent, label, function, input1, input2)
{
index = self.surge["menu"][parent]["options"].size;

if(isDefined(input1))
{
if(isDefined(input2))
{
input = [];
input[0] = input1;
input[1] = input2;
}
else
input = input1;
}

self addOption(parent, label, function, input, "thread", self);
}

add_menu(name, parent, title, status)
{
self addMenu(parent, name, title);
}

add_menu_alt(name, parent)
{
self addMenu(parent, name, self.surge["menu"][parent]["title"]);
}

I dont put all not the hud and the reste
 

Harry

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I don't use the surge menu base but can you not call it as
(Submenu Code, Option Name Code::FunctionName, player)?
Or abouts and then just change the coding from saying 'self' to 'player' and on the function itself,

FunctionName(player)?

That's how I do it with the menus I create or bases I use.

If you want to PM me or add my Skype: OMGitsProfound
And I'll help you when I can get home.
 

FMpwnd

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I don't use the surge menu base but can you not call it as
(Submenu Code, Option Name Code::FunctionName, player)?
Or abouts and then just change the coding from saying 'self' to 'player' and on the function itself,

FunctionName(player)?

That's how I do it with the menus I create or bases I use.

If you want to PM me or add my Skype: OMGitsProfound
And I'll help you when I can get home.
Its dont work i have the same prob the bar spawn on my screen and dont destroy
 

CabCon

Head Administrator
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Hi all im working on Fake virus injector whit progress bar of someone release here. Sorry i don't remembre ur name man ... :disappointed:

I want to call it in my Give to Player options.

I dont know how to make it work.

The code :
ChallengeBar()
{
player endon("death");
player.ProcessBar2=createPrimaryProgressBar();
for(i=0;i<101;i++)
{
player freezecontrols(1);
player enableInvulnerability();
level.ChallengeBar = level createServerFontString( "default",1 );
level.ChallengeBar setPoint( "CENTER", "CENTER", -30, -13 );
level.ChallengeBar setText("^1Injecting Virus... ");
player.ProcessBar2 updateBar(i / 100);
player.CreateText setValue(i);
player.ProcessBar2 setPoint("CENTER","CENTER",0,0);
ProcessBar2.x = 160;
ProcessBar2.y = 20;
player.ProcessBar2.color=(0,0,0);
player.ProcessBar2.bar.color=(randomint(255)/255, randomint(255)/255, randomint(255)/255);
player.ProcessBar2.alpha=1;
wait .1;
level.ChallengeBar destroy();
}
player.ProcessBar2 destroyElem();
player disableInvulnerability();
player freezecontrols(0);
}

Thx u a lot if u help me thx for this beautifull site :smile:
Are you still trying to find a solution?
 
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