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Hello cabcon community I am just releasing my dvar editor I used in illusion v1 I hope you enjoy using it.
The function is self explanatory you just need to know the basics of gsc.

The function is self explanatory you just need to know the basics of gsc.
Function:
I strongly recommend using the createRectangle you are already using in your menu base but you can have the one I used either way.
Spawn Hud Function:
EditDvar(Dvar)
{
self exitMenu();
self disableWeapons();
self freezeControls( true );
self setBlur(4, .4);
wait 0.2;
if(Dvar == "cg_fov")
{
Max = 125;//125 150
Value = 65;
Increment = 5;//5
Min = 65;
Move = 20.8;//20.8 14.7
}
else if(Dvar == "perk_weapRateMultiplier" || Dvar == "perk_weapReloadMultiplier")
{
Max = 1;
Value = 0.01;
Increment = 0.03;//0.03
Min = 0.01;
Move = 7.6;
}
else
{
Max = 1000;
Value = 0;
Increment = 20;//20
Min = 0;
Move = 5;
}
self.DvarChange = self createText("default",1.8,self);
self.DvarChange setpoint("CENTER","CENTER",0,70);
self.DvarChange settext("Edit Dvar: "+Dvar+"");
self.DvarValue = self createText("default",1.7,self);
self.DvarValue setpoint("CENTER","CENTER",0,35);
self.DvarValue settext("Dvar Value: "+Value+"");
self.DvarBG = self createRectangleFOV("CENTER","CENTER",0,0,2000,2000,(0,0,0),-999,0.7,"white");
self.DvarBar = self createRectangleFOV("CENTER","CENTER",-125,-20,14,26,(1, 0, 0),4,1,"white");
self.DvarSlider = self createRectangleFOV("CENTER","CENTER",0,-20,274,18,(255,255,255),3,1,"white");
wait 0.3;
self endon("DvarEdit_Over");
for(;
{
wait 0.001;
self.DvarValue settext("Dvar Value: "+Value+"");
if(Dvar == "cg_fov")
//setDvar("cg_fov",Value);//edit setclientfov setDvar
self setclientfov(Value);
if(self MeleeButtonPressed())
{
self thread DvarDone("Melee",Dvar);
wait 1;
}
else if(self AdsButtonPressed() && Value == Min)
{
wait 0.001;
self.DvarBar.x = self.DvarBar.x + 250;//250
value = Max;
}
else if(self AttackButtonPressed() && Value == Max)
{
wait 0.001;
self.DvarBar.x = self.DvarBar.x - 250;//250
value = Min;
}
else if(self AttackButtonPressed() && Value < Max)
{
wait 0.001;
self.DvarBar.x = self.DvarBar.x + Move;
value = value + increment;
}
else if(self AdsButtonPressed() && Value > Min)
{
wait 0.001;
self.DvarBar.x = self.DvarBar.x - Move;
value = value - increment;
}
else if(self UseButtonPressed())
{
self thread DvarDone("Else",Dvar,Value);
wait 1;
}
}
}
DvarDone(Obj, Dvar, Value)
{
self.DvarBG Destroy();
self.DvarBar Destroy();
self.DvarSlider Destroy();
self.DvarChange Destroy();
self.DvarValue Destroy();
self enableWeapons();
self freezeControls( false );
self setBlur(0, .4);
self notify("DvarEdit_Over");
if(self MeleeButtonPressed())
{
self iPrintln(""+Dvar+" Set To: "+Value+"");
wait .1;
}
}
{
self exitMenu();
self disableWeapons();
self freezeControls( true );
self setBlur(4, .4);
wait 0.2;
if(Dvar == "cg_fov")
{
Max = 125;//125 150
Value = 65;
Increment = 5;//5
Min = 65;
Move = 20.8;//20.8 14.7
}
else if(Dvar == "perk_weapRateMultiplier" || Dvar == "perk_weapReloadMultiplier")
{
Max = 1;
Value = 0.01;
Increment = 0.03;//0.03
Min = 0.01;
Move = 7.6;
}
else
{
Max = 1000;
Value = 0;
Increment = 20;//20
Min = 0;
Move = 5;
}
self.DvarChange = self createText("default",1.8,self);
self.DvarChange setpoint("CENTER","CENTER",0,70);
self.DvarChange settext("Edit Dvar: "+Dvar+"");
self.DvarValue = self createText("default",1.7,self);
self.DvarValue setpoint("CENTER","CENTER",0,35);
self.DvarValue settext("Dvar Value: "+Value+"");
self.DvarBG = self createRectangleFOV("CENTER","CENTER",0,0,2000,2000,(0,0,0),-999,0.7,"white");
self.DvarBar = self createRectangleFOV("CENTER","CENTER",-125,-20,14,26,(1, 0, 0),4,1,"white");
self.DvarSlider = self createRectangleFOV("CENTER","CENTER",0,-20,274,18,(255,255,255),3,1,"white");
wait 0.3;
self endon("DvarEdit_Over");
for(;
{
wait 0.001;
self.DvarValue settext("Dvar Value: "+Value+"");
if(Dvar == "cg_fov")
//setDvar("cg_fov",Value);//edit setclientfov setDvar
self setclientfov(Value);
if(self MeleeButtonPressed())
{
self thread DvarDone("Melee",Dvar);
wait 1;
}
else if(self AdsButtonPressed() && Value == Min)
{
wait 0.001;
self.DvarBar.x = self.DvarBar.x + 250;//250
value = Max;
}
else if(self AttackButtonPressed() && Value == Max)
{
wait 0.001;
self.DvarBar.x = self.DvarBar.x - 250;//250
value = Min;
}
else if(self AttackButtonPressed() && Value < Max)
{
wait 0.001;
self.DvarBar.x = self.DvarBar.x + Move;
value = value + increment;
}
else if(self AdsButtonPressed() && Value > Min)
{
wait 0.001;
self.DvarBar.x = self.DvarBar.x - Move;
value = value - increment;
}
else if(self UseButtonPressed())
{
self thread DvarDone("Else",Dvar,Value);
wait 1;
}
}
}
DvarDone(Obj, Dvar, Value)
{
self.DvarBG Destroy();
self.DvarBar Destroy();
self.DvarSlider Destroy();
self.DvarChange Destroy();
self.DvarValue Destroy();
self enableWeapons();
self freezeControls( false );
self setBlur(0, .4);
self notify("DvarEdit_Over");
if(self MeleeButtonPressed())
{
self iPrintln(""+Dvar+" Set To: "+Value+"");
wait .1;
}
}
I strongly recommend using the createRectangle you are already using in your menu base but you can have the one I used either way.
Spawn Hud Function:
createRectangle(align,relative,x,y,width,height,color,sort,alpha,shader)
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.sort = sort;
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG setParent( level.uiParent );
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.sort = sort;
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG setParent( level.uiParent );
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}
Thanks
~ Extinct
Last edited: