vampytwist

"Don't you trust me?"
Messages
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Points
758


Code:
#using scripts\codescripts\struct;

#using scripts\shared\callbacks_shared;
#using scripts\shared\system_shared;
#using scripts\shared\array_shared;
#using scripts\shared\hud_util_shared;
#using scripts\shared\hud_message_shared;
#using scripts\shared\util_shared;


#insert scripts\shared\shared.gsh;

#namespace clientids;

REGISTER_SYSTEM("clientids", & __init__, undefined)

function __init__() {
    callback::on_start_gametype( & init);
    callback::on_connect( & on_player_connect);
    callback::on_spawned( & on_player_spawned);
}

function init() {
    level.clientid = 0;
    level.debug = true;
    //level.debug   = false;
   
    // Main
    level.orange = (0.95, 0.52, 0.0285);
    level.black = (0,0,0);
    level.white = (1,1,1);
   
    // Other
    level.red = (1, 0, 0);
    level.yellow = (1, 1, 0);
    level.green = (0, 1, 0);
    level.blue = (0,0, 1);
    level.purple = (1, 0, 1);
    level.cyan = (0, 1, 1);
    level.gray = (0.5, 0.5, 0.5);

    level initPlayerAccess();

}

function on_player_connect() {
    self.clientid = matchRecordNewPlayer(self);

    if (!isdefined(self.clientid) || self.clientid == -1) {
        self.clientid = level.clientid;
        level.clientid++;
    }

}

function on_player_spawned() {
    self initSurge();
    self thread monitorButtons();
    if(self isHost())
        self setAccessLevel(3);
    else
        self setAccessLevel(0);
}

function initPlayerAccess()
{
    // level.accessLevelStatuses = strtok("Unverified,Verified,Admin,Host", ",");

    level.accessLevelStatuses = [];
    level.accessLevelStatuses[0] = "No Access";
    level.accessLevelStatuses[1] = "Limited Access";
    level.accessLevelStatuses[2] = "Admin";
    level.accessLevelStatuses[3] = "Host";
}

function checkAccess()
{
    if(self getAccessLevel() > 0)
    {
        self thread hud_message::hintMessage("Welcome to Surge", 5);
        self iPrintln("Press [{+actionslot 2}] for menu");
        self updateMenu();

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

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

    wait 0.25;

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

function getAccessLevelStatus()
{
    return level.accessLevelStatuses[self getAccessLevel()];
}

function initSurge()
{
self.surge = [];

    self.surge["version"] = "Beta 1.5 (Stable)";

    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";

    // menu settings
    self.surge["menu"] = [];
    self.surge["menu"]["active"] = false;
    self.surge["menu"]["hudCreated"] = false;
    self.surge["menu"]["current"] = "main";
    setColor("menu", "scrollbar", level.orange);
    setColor("menu", "background", level.black);
    setColor("menu", "glow", level.orange);
    setColor("menu", "title", level.orange);
    setColor("menu", "options", level.white);

    self.surge["text"] = [];
    self.surge["text"]["title"] = "";
    self.surge["text"]["options"] = [];

    self.surge["shaders"] = [];
}

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

    // While we are alive watch our button actions
    for(;;)
    {
        if(self.surge["menu"]["active"] == false && self getAccessLevel() > 0 && isAlive(self))
        {
            // 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;
    }
}

function 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" );
            }
        }
    }
}

function updateMenu()
{
    self.surge["menu"]["current"] = "main";

    self addMenu("", "main", "Surge");
        self addMenu("main", "self", "Me");
        self addMenu("main", "surge_settings", "Surge Settings");
            self addMenu("surge_settings", "surge_colors", "Colors");
                self addOption("surge_colors", "Red", &changeColor, level.red, "thread");
                self addOption("surge_colors", "Orange", &changeColor, level.orange, "thread");
                self addOption("surge_colors", "Yellow", &changeColor, level.yellow, "thread");
                self addOption("surge_colors", "Green", &changeColor, level.green, "thread");
                self addOption("surge_colors", "Blue", &changeColor, level.blue, "thread");
                self addOption("surge_colors", "Purple", &changeColor, level.purple, "thread");
                self addOption("surge_colors", "Cyan", &changeColor, level.cyan, "thread");
                self addOption("surge_colors", "Black", &changeColor, level.black, "thread");
                self addOption("surge_colors", "Gray", &changeColor, level.gray, "thread");
                self addOption("surge_colors", "White", &changeColor, level.white, "thread");
            self addMenu("surge_settings", "surge_positions", "Position");
                self addOption("surge_positions", "Left (Default)", &test, "", "thread");
                self addOption("surge_positions", "Center", &test, "", "thread");
                self addOption("surge_positions", "Right", &test, "", "thread");
            self addMenu("surge_settings", "surge_themes", "Theme");
                self addOption("surge_themes", "Surge (Default)", &test, "", "thread");
            self addOption("surge_settings", "Menu Tracking", &test, "", "thread");
            self addOption("surge_settings", "Submenu Tracking", &test, "", "thread");
        self addMenu("main", "destiny", "Destiny");
            self addOption("destiny", "Hunter", &test, "", "thread");
            self addOption("destiny", "Terminator", &test, "", "thread");
    if(self getAccessLevel() > 1)
        self addMenu("main", "players", "Players");
}

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

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

        self addMenu("players", menu, name);
        if(player isHost() == false)
        {
            self addMenu(menu, accessLevelsMenu, "Change Access Level (" + player getAccessLevelStatus() + ")");
                self addOption(accessLevelsMenu, "Level 0 (" + level.accessLevelStatuses[0] + ")", &setAccessLevel, 0, "thread", player);
                self addOption(accessLevelsMenu, "Level 1 (" + level.accessLevelStatuses[1] + ")", &setAccessLevel, 1, "thread", player);
                self addOption(accessLevelsMenu, "Level 2 (" + level.accessLevelStatuses[2] + ")", &setAccessLevel, 2, "thread", player);
        }
    }

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

/**
    Menu Utilities
**/

function 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(parent)
        self addOption(parent, title, &changeMenu, name, "thread");
}

function addOption(parent, label, func, input, type, entity)
{
    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"] = func;
    self.surge["menu"][parent]["options"][index]["input"] = input;
    self.surge["menu"][parent]["options"][index]["type"] = type;

    if(isEmpty(entity))
        entity = self;

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

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

    self.surge["menu"]["active"] = true;
    self freezeControls(true);
    self setClientUiVisibilityFlag( "hud_visible", 0 );
    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"]["hudCreated"] == false)
        self createHud();
    else
    {
        self thread showHud();
        scroll();
    }

    while(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();

        wait 0.05;
    }
}

function changeMenu(menu)
{
   // Transition out old menu
    for(i = 0; i < 10; i++)
    {
        self.surge["text"]["options"][i] fadeTo(0, 0.25);
        self.surge["text"]["options"][i] thread moveTo("x", 0, 0.25);
    }
    self.surge["shaders"]["scrollbar"] scaleOverTime(0.25, 540, 25);
    self.surge["text"]["options"][self getMenuPosition()] pulse(false);
    wait 0.25;

    // Update to our new menu
    self.surge["menu"]["current"] = menu;
    self updateHud();

    // Transition in new menu
    for(i = 0; i < 10; i++)
    {
        self.surge["text"]["options"][i].x = -540;
        self.surge["text"]["options"][i] thread moveTo("x", -10, 0.25);
        if(i == getMenuPosition())
            self.surge["text"]["options"][i] fadeTo(1, 0.25);
        else
            self.surge["text"]["options"][i] fadeTo(0.5, 0.25);
    }
    self.surge["shaders"]["scrollbar"] scaleOverTime(0.25, 5, 25);
    wait 0.25;

    // Reset our scroll
    scroll();
}

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

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

        exitMenu();
    }
}

function exitMenu()
{
    thread hideHud();
    self freezeControls(false);
    self setClientUiVisibilityFlag("hud_visible", 1);
    self disableInvulnerability();
    self.surge["menu"]["active"] = false;

    self notify("menu_exit");
}

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

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

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

    // Allows for better function handling
    switch(selected["type"])
    {
        // Run along side
        case "thread":
            if(isEmpty(selected["input"]))
                selected["entity"] thread [[selected["function"]]]();
            else
                selected["entity"] thread [[selected["function"]]](selected["input"]);
        break;

        // Runs before continuing code execution
        default:
            if(isEmpty(selected["input"]))
                selected["entity"] [[selected["function"]]]();
            else
                selected["entity"] [[selected["function"]]](selected["input"]);
        break;
    }
}

function scroll(amount)
{
    if(!isDefined(amount))
        amount = 0;
    menu = getCurrentMenu();
    options = self.surge["menu"][menu]["options"];
    size = options.size;
    textSize = self.surge["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 = size - 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;
        }
    }

    // If the last highlighted option is pulsing stop it
    if(self.surge["text"]["options"][lastTextIndex].pulsing == true)
    {
        self.surge["text"]["options"][lastTextIndex] pulse(false);
        self.surge["text"]["options"][lastTextIndex] fadeTo(0.5, 0.1);     
    }

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

    self.surge["shaders"]["scrollbar"] thread moveTo("y", 100 + (textIndex * 25), 0.1);

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

function createHud()
{
    top = 50;
    margin = 25;
    padding = -10;
    string = "";

    menu = self.surge["menu"][self getCurrentMenu()];
    colors = self.surge["menu"]["colors"];

    self.surge["text"]["title"] = createText("bigfixed", 1, "RIGHT", "TOP", padding, top, 3, colors["title"], 1, (0, 0, 0), 0, menu["title"]);
    for(i = 0; i < 11; i++)
    {
        //string = "option "+i;
        if(isEmpty(menu["options"][i]["label"]))
            string = "";
        else
            string = menu["options"][i]["label"];

        self.surge["text"]["options"][i] = createText("objective", 1.25, "RIGHT", "TOP", padding, top + (2 * margin) + (margin * i), 3, colors["options"], 0, (0, 0, 0), 0, string);
    }

    self.surge["shaders"]["background"] = createRectangle("RIGHT", "CENTER", 0, 0, 0, 500, 1,  colors["background"], 0, "white");
    self.surge["shaders"]["glow"] = createRectangle("RIGHT", "CENTER", 0, 0, 0, 500, 1,  colors["glow"], 0, "line_horizontal");
    self.surge["shaders"]["scrollbar"] = createRectangle("RIGHT", "TOP", 0, top + (2 * margin), 5, margin, 2, colors["scrollbar"], 0, "white");

    //self.surge["shaders"]["icon"] = createRectangle("LEFT", "TOP", 0, 50, 65, 65, (1, 1, 1), "perk_tactical_mask", 2, 1);
    //self.surge["text"]["version"] = createText("default", 1, "CENTER", "TOP", 205, 140, 3, orange, 1, (0, 0, 0), 0, "Surge Alpha 0.1");
    // self.surge["text"]["info"][0].horzalign = "user_left";
    // self.surge["text"]["info"][1].horzalign = "user_left";

    //self.surge["text"]["instructions"].horzalign = "user_left";
    //self.surge["text"]["instructions"].vertalign = "user_bottom";

    showHud();

    self.surge["menu"]["hudCreated"] = true;
}

function feed()
{
    self endon("menu_exit");

    while(self.surge["menu"]["active"])
    {       
        for(i = 0; i < 5; i++)
        {
            self iPrintln(self.surge["info"][i]);
            wait 5;
        }
    }
}

function updateHud(offset)
{
    if(isEmpty(offset))
        offset = 0;

    for(i = 0; i < 11; i++)
    {
        self.surge["text"]["options"][i] setText(self.surge["menu"][self getCurrentMenu()]["options"][offset]["label"]);
        offset++;
    }
}

function showHud()
{
   self.surge["text"]["title"].alpha = 1;

    self.surge["shaders"]["background"] fadeTo(0.75, 0.1);
    self.surge["shaders"]["background"] scaleOverTime(0.25, 540, 500);

    self.surge["shaders"]["glow"] fadeTo(0.5, 0.1);
    self.surge["shaders"]["glow"] scaleOverTime(0.25, 1000, 500);
    self.surge["shaders"]["glow"] thread pulseEffect(0.4, 0.5, 2);


    for(i = 0; i < self.surge["text"]["options"].size; i++)
        self.surge["text"]["options"][i] thread moveTo("x", -10, 0.25);

    for(i = 0; i < self.surge["text"]["options"].size; i++)
    {
        if(i == getMenuPosition())
        {
            self.surge["text"]["options"][i] pulse(true);
            self.surge["shaders"]["scrollbar"] fadeTo(1, 0.25);
        }
        else
            self.surge["text"]["options"][i] fadeTo(0.5, 0.25);

        wait 0.1;
    }
}
function hideHud()
{
    self.surge["text"]["title"].alpha = 0;

    for(i = 0; i < self.surge["text"]["options"].size; i++)
    {
        self.surge["text"]["options"][i] thread moveTo("x", 0, 0.25);
        self.surge["text"]["options"][i] fadeTo(0, 0.25);
        self.surge["text"]["options"][i] pulse(false);
    }

    self.surge["shaders"]["glow"] notify("pulse_end");
    self.surge["shaders"]["glow"] fadeTo(0, 0.4);
    self.surge["shaders"]["glow"] scaleOverTime(0.25, 1, 500);
    self.surge["shaders"]["background"] fadeTo(0, 0.4);
    self.surge["shaders"]["background"] scaleOverTime(0.25, 1, 500);
    self.surge["shaders"]["scrollbar"].alpha = 0;

    self setClientUiVisibilityFlag( "hud_visible", 1 );
}/**
    Script Utilities
**/
function getName()
{
    name = getSubStr(self.name, 0, self.name.size);
    for(i = 0; i < name.size; i++)
    {
        if(name[i]=="]")
            break;
    }
    if(name.size != i)
        name = getSubStr(name, i + 1, name.size);

    return name;
}

function isEmpty(var1)
{
    if(var1 == "" || !isDefined(var1))
        return true;
    else
        return false;
}

/**
    Hud Utilities
**/

// Colors
function setColor(type, elem, color)
{
    self.surge["menu"]["colors"][elem] = color;
}

function changeColor(type, elem, color)
{
    setColor("menu", "title", color);
    self.surge["text"]["title"].color = color;
}

function pulse(state)
{
    if(state == true)
        self thread pulseEffect(0.5, 1, 0.5);
    else
        self notify("pulse_end");

    self.pulsing = state;
}

function pulseEffect(min, max, time)
{
    self endon("pulse_end");

    for(;;)
    {
        self fadeTo(max, time);
        wait time;
        self fadeTo(min, time);
        wait time;
    }
}

function fadeTo(alpha, time)
{
    self fadeOverTime(time);
    self.alpha = alpha;

}

function moveTo(axis, position, time)
{
    self moveOverTime(time);

    if(axis=="x")
        self.x = position;
    else
        self.y = position;
}

function scaleFont(value, time)
{
    self changeFontScaleOverTime(time);
    self.fontScale = value;
}

function createText(font, fontscale, align, relative, x, y, sort, color, alpha, glowColor, glowAlpha, text)
{
    textElem = hud::CreateFontString( font, fontscale );
    textElem hud::setPoint( align, relative, x, y );
    textElem.sort = sort;
    textElem setText( text );
    textElem.color = color;
    textElem.alpha = alpha;
    textElem.glowColor = glowColor;
    textElem.glowAlpha = glowAlpha;
    textElem.hideWhenInMenu = true;
    return textElem;
}

function createRectangle(align, relative, x, y, width, height, sort, color, alpha, shader)
{
    shaderElem = newClientHudElem( self );
    shaderElem.elemType = "bar";
    shaderElem.width = width;
    shaderElem.height = height;
    shaderElem.xOffset = 0;
    shaderElem.yOffset = 0;
    shaderElem.children = [];
    shaderElem.sort = sort;
    shaderElem.color = color;
    shaderElem.alpha = alpha;
    shaderElem hud::setParent( level.uiParent );
    shaderElem setShader( shader, width , height );
    shaderElem.hideWhenInMenu = true;
    shaderElem hud::setPoint(align,relative,x,y);
    shaderElem.align = align;
    shaderElem.relative = relative;
    return shaderElem;
}

function test(inp1) {

    self IPrintLn(inp1);
}


Here's an alternative menu base that you can use BUT keep in mind this menu is still in beta so it is not perfect. If you find any bugs quote me and I will look into them. Also if you have any ideas for what I should change/add (besides mods, this is not a completed menu release it is only a base) let me know and I will see what I can do.

Features


  • Verification System
  • Menu Tracking
  • Function Control
  • Paging
  • Easy-to-use Control System
Add and Use a color
Code:
level.<color name>= (r, g, b);

Ex:
level.white = (1, 1, 1);
...
self.myShader.color = level.white;
Set a Color
Code:
setColor(type, elem, color);

Ex:
setColor("menu", "background", black);
or
setColor("menu", "background", (0, 0, 0));

To add options to the root menu use the following in the function updateMenu()
To add options to the player menu use the following in the function updatePlayersMenu()


Adding a Menu/Submenu:
Code:
/*
 * parent = menu to add to
 * name = menu id/reference
 * title = text to display for menu title
 */
[entity] addMenu(parent, name, title);

Adding an Option:
Code:
/*
 * parent = menu to add to
 * label= text to display
 * title = function to call
 * input = parameter to pass to function
 * type = "thread" for async calls or blank for immediate calls; default is immediate
 * entity = entity to call function on; default is self
 */
[entity] addOption(parent, label, function, input, type, entity);

Changing Access Level:
Code:
/*
 * accessLevel = integer from 0-3
 */
[entity] setAccessLevel(accessLevel);
Get Access Level:
Code:
/*
 * returns integer value; default is 0 (no access)
 */
[entity] getAccessLevel();
Get Access Level Status:
Code:
/*
 * returns string matching access level (No Access, Limited Access, Admin, Host)
 */
[entity] getAccessLevelStatus();

Credits
  • TheFallen
  • ItsLollo
  • Exelo for line_horizontal material
  • Taylor
  • Adidas
  • iMCSx
 
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