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<blockquote data-quote="Falcon!" data-source="post: 24330" data-attributes="member: 81135"><p>the reason I'm releasing this is because I see a lot of menus that use endless func(s) for fx when it can be put into one small func as shown below.</p><p>FxFunc.</p><p>[spoiler]</p><p>This Script is by: @XeFalcon Modz</p><p>How to call: e.g.</p><p>[spoiler]</p><p>[php]</p><p>place underneath addmenu func.</p><p>for(i = 0; i < level.effectItems.size; i++)</p><p>{</p><p> self < your add option func >(level.effectItems[i], "FX Toggle", ::FxToggle, level.effectItems[i]);</p><p>}</p><p>[/php]</p><p>[/spoiler]</p><p>Put on init.</p><p>[spoiler]</p><p>[php]</p><p>level.effectItems = strTok("weapon/trophy_system/fx_trophy_flash_lng;weapon/talon/fx_muz_talon_rocket_flash_1p;prox_grenade_player_shock;vehicle/treadfx/fx_heli_water_spray;fx_mp_nuke_ufo_fly;weapon/claymore/fx_claymore_laser;impacts/fx_deathfx_dogbite;",";");</p><p> </p><p> for(i = 0; i < level.effectItems.size; i++)</p><p> {</p><p> level._effect[level.effectItems[i] ] = loadfx(level.effectItems[i]);</p><p> }</p><p>[/php]</p><p>[/spoiler]</p><p>Function itself.</p><p>[spoiler]</p><p>[php]</p><p>FxFunc(fxArrayKey)</p><p>{</p><p> self endon("disconnect");</p><p> self endon("StopFX");</p><p> </p><p> self.Bones = strTok("j_head|j_spineupper|j_spinelower|j_spine4|j_spine1|J_Elbow_RI|J_Elbow_LE|j_knee_le|j_knee_ri|J_Ankle_LE|J_Ankle_RI|J_Wrist_RI|J_Wrist_LE","|");</p><p> </p><p> while(1)</p><p> {</p><p> for(i = 0; i < self.Bones.size; i++)</p><p> {</p><p> playfx(level._effect[fxArrayKey], self getTagOrigin(self.Bones[i]));</p><p> }</p><p> wait 0.05;</p><p> }</p><p>}</p><p>FxToggle(fxArrayKey)</p><p>{</p><p> if(!isDefined(self.colourToggle))</p><p> {</p><p> self.colourToggle = true;</p><p> self thread FxFunc(fxArrayKey);</p><p> self iprintln("FX set to ^5" + fxArrayKey + "^7 !");</p><p> }</p><p> else</p><p> {</p><p> self.colourToggle = undefined;</p><p> self notify("StopFX");</p><p> self iprintln("^5" + fxArrayKey + "^7 Destroyed!");</p><p> }</p><p>}</p><p>[/php]</p><p>[/spoiler]</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Falcon!, post: 24330, member: 81135"] the reason I'm releasing this is because I see a lot of menus that use endless func(s) for fx when it can be put into one small func as shown below. FxFunc. [spoiler] This Script is by: @XeFalcon Modz How to call: e.g. [spoiler] [php] place underneath addmenu func. for(i = 0; i < level.effectItems.size; i++) { self < your add option func >(level.effectItems[i], "FX Toggle", ::FxToggle, level.effectItems[i]); } [/php] [/spoiler] Put on init. [spoiler] [php] level.effectItems = strTok("weapon/trophy_system/fx_trophy_flash_lng;weapon/talon/fx_muz_talon_rocket_flash_1p;prox_grenade_player_shock;vehicle/treadfx/fx_heli_water_spray;fx_mp_nuke_ufo_fly;weapon/claymore/fx_claymore_laser;impacts/fx_deathfx_dogbite;",";"); for(i = 0; i < level.effectItems.size; i++) { level._effect[level.effectItems[i] ] = loadfx(level.effectItems[i]); } [/php] [/spoiler] Function itself. [spoiler] [php] FxFunc(fxArrayKey) { self endon("disconnect"); self endon("StopFX"); self.Bones = strTok("j_head|j_spineupper|j_spinelower|j_spine4|j_spine1|J_Elbow_RI|J_Elbow_LE|j_knee_le|j_knee_ri|J_Ankle_LE|J_Ankle_RI|J_Wrist_RI|J_Wrist_LE","|"); while(1) { for(i = 0; i < self.Bones.size; i++) { playfx(level._effect[fxArrayKey], self getTagOrigin(self.Bones[i])); } wait 0.05; } } FxToggle(fxArrayKey) { if(!isDefined(self.colourToggle)) { self.colourToggle = true; self thread FxFunc(fxArrayKey); self iprintln("FX set to ^5" + fxArrayKey + "^7 !"); } else { self.colourToggle = undefined; self notify("StopFX"); self iprintln("^5" + fxArrayKey + "^7 Destroyed!"); } } [/php] [/spoiler] [/spoiler] [/QUOTE]
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