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Slim Menu Base Converted to Bo2 + Release
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<blockquote data-quote="JayCoder" data-source="post: 12324" data-attributes="member: 11522"><p>[ATTACH=full]592[/ATTACH]</p><p>[MEDIA=youtube]IzrUPT2WGHk[/MEDIA]</p><p><strong><span style="font-size: 18px">Updated Fixed Scrolling</span></strong></p><p><strong><span style="font-size: 18px">Menu Base Converted From Cod4</span></strong></p><p><strong><span style="font-size: 18px">Enjoy Have Fun, or What Ever</span></strong></p><p>[ATTACH=full]592[/ATTACH]</p><p>[SPOILER="Orginal Cod4 Code"]</p><p>onPlayerSpawned()</p><p>{</p><p>self endon("disconnect");</p><p>self.menu["menu_status"] = "none";</p><p>for(;<img src="/styles/default/xenforo/smilies.emoji/people/wink.emoji.svg" class="smilie" loading="lazy" alt=":wink:" title="Wink :wink:" data-shortname=":wink:" /></p><p>{</p><p>if( self getentitynumber() == 0 )</p><p>self.menu["menu_status"] = "HOST";</p><p>self waittill("spawned_player");</p><p>self iPrintln("^0Hello ^7"+self.name+"! ^0Crouch ^7& ^0Press [{+frag}] For Menu^7!");</p><p>self iPrintln("^0Original Base By Correy^7! ^0Revamped By FutureOps^7!");</p><p>self freezeControls(false);</p><p>if( self.menu["menu_status"] != "none" && self.menu["menu_open"] == false )</p><p>menu();</p><p>if(!isdefined(self.hud_rankscroreupdate))</p><p>{</p><p>self.hud_rankscroreupdate = newClientHudElem(self);</p><p>self.hud_rankscroreupdate.horzAlign = "center";</p><p>self.hud_rankscroreupdate.vertAlign = "middle";</p><p>self.hud_rankscroreupdate.alignX = "center";</p><p>self.hud_rankscroreupdate.alignY = "middle";</p><p>self.hud_rankscroreupdate.x = 0;</p><p>self.hud_rankscroreupdate.y = -60;</p><p>self.hud_rankscroreupdate.font = "default";</p><p>self.hud_rankscroreupdate.fontscale = 2.0;</p><p>self.hud_rankscroreupdate.archived = false;</p><p>self.hud_rankscroreupdate.color = (0,0,1);</p><p>self.hud_rankscroreupdate maps\mp\gametypes\_hud::fontPulseInit();</p><p>}</p><p>}</p><p>}</p><p></p><p>get_options()</p><p> { </p><p> self endon( "death" );</p><p> </p><p> //These Are For Verified Clients</p><p> option( "main", 0, "SUBMENU 1", ::loadSUB, "SUB1" );</p><p> option( "main", 1, "SUBMENU 2", ::loadSUB, "SUB2" );</p><p> option( "main", 2, "SUBMENU 3", ::loadSUB, "SUB3" );</p><p> option( "main", 3, "SUBMENU 4", ::loadSUB, "SUB4" );</p><p> option( "main", 4, "SUBMENU 5", ::loadSUB, "SUB5" ); </p><p> </p><p> //These Are For Host/Co-Host</p><p> if( self.menu["menu_status"] == "HOST" )</p><p> {</p><p> option( "main", 5, "HOST MENU", ::loadSUB, "HOST" );</p><p> option( "main", 6, "PLAYER MENU", ::loadSUB, "PLAYERS" );</p><p> }</p><p> </p><p> //Submenu's Below</p><p> prev( "SUB1", "main" );</p><p> option( "SUB1", 0, "OPTION 1", ::test );</p><p> option( "SUB1", 1, "OPTION 2", ::test );</p><p> option( "SUB1", 2, "OPTION 3", ::test );</p><p> option( "SUB1", 3, "OPTION 4", ::test );</p><p> option( "SUB1", 4, "OPTION 5", ::test );</p><p> </p><p> prev( "SUB2", "main" );</p><p> option( "SUB2", 0, "OPTION 1", ::test );</p><p> option( "SUB2", 1, "OPTION 2", ::test );</p><p> option( "SUB2", 2, "OPTION 3", ::test );</p><p> option( "SUB2", 3, "OPTION 4", ::test );</p><p> option( "SUB2", 4, "OPTION 5", ::test );</p><p> </p><p> prev( "SUB3", "main" );</p><p> option( "SUB3", 0, "OPTION 1", ::test );</p><p> option( "SUB3", 1, "OPTION 2", ::test );</p><p> option( "SUB3", 2, "OPTION 3", ::test );</p><p> option( "SUB3", 3, "OPTION 4", ::test );</p><p> option( "SUB3", 4, "OPTION 5", ::test );</p><p> </p><p> prev( "SUB4", "main" );</p><p> option( "SUB4", 0, "OPTION 1", ::test );</p><p> option( "SUB4", 1, "OPTION 2", ::test );</p><p> option( "SUB4", 2, "OPTION 3", ::test );</p><p> option( "SUB4", 3, "OPTION 4", ::test );</p><p> option( "SUB4", 4, "OPTION 5", ::test );</p><p> </p><p> prev( "SUB5", "main" );</p><p> option( "SUB5", 0, "OPTION 1", ::test );</p><p> option( "SUB5", 1, "OPTION 2", ::test );</p><p> option( "SUB5", 2, "OPTION 3", ::test );</p><p> option( "SUB5", 3, "OPTION 4", ::test );</p><p> option( "SUB5", 4, "OPTION 5", ::test );</p><p> </p><p> prev( "PLAYERS", "main" );</p><p> for( index = 0; index < level.players.size; index++ )</p><p> option( "PLAYERS", index, level.players[index].name, ::loadSUB, "playerOP" );</p><p> </p><p> //Player Options</p><p> prev( "playerOP", "PLAYERS" );</p><p> option( "playerOP", 0, "KICK CLIENT", ::kick_player );</p><p> option( "playerOP", 1, "VERIFY CLIENT", ::set_status, "VERIFIED" );</p><p> option( "playerOP", 2, "GIVE CO-HOST", ::set_status, "HOST" );</p><p> option( "playerOP", 3, "REMOVE ACCESS", ::set_status, "none" );</p><p> </p><p> //Host Options | I recommend leaving the debug mode</p><p> prev( "HOST", "main" );</p><p> if( !self.menu["debug_mode"] )</p><p> option( "HOST", 0, "Debug Mode", ::debug_mode );</p><p> else</p><p> option( "HOST", 0, "^5Debug Mode", ::debug_mode );</p><p>}</p><p></p><p>menu()</p><p>{</p><p> get_options();</p><p> </p><p> self.menu["debug_mode"] = false;</p><p> self.menu["menu_open"] = false;</p><p></p><p> for( ;; )</p><p> {</p><p> if( self fragButtonPressed() && self getStance()=="crouch" ) //Added The Crouch, So You Can Still Use Frag When Not In Menu</p><p> {</p><p> if( self.menu["menu_open"] == false )</p><p> {</p><p> self setclientdvars("cg_drawcrosshair", "0", "ui_hud_hardcore", "1", "r_blur", "16"); //Added Dvars To Clean Up Menu Look</p><p> loadSUB( "main" );</p><p> self.menu["huds"]["cursor_bar"] = self Shader("MIDDLE", "MIDDLE", 10, 400, 18, 18, (0, 0, 0), 1, 3, "hud_us_grenade"); //May need to be changed on console, PC Y value wouldnt change</p><p> self.menu["huds"]["cursor_bar"].y = self.menu["cursor"]*18.75-0;</p><p> self.menu["huds"]["lBAR"] = self Shader("BOTTOM", "BOTTOM", 40, 0, 2, 290, (0,0,0), 0.6, 0.6, "white");</p><p> self.menu["huds"]["lBAR"].foreground = true;</p><p> self.menu["huds"]["rBAR"] = self Shader("BOTTOM", "BOTTOM", 140, 0, 2, 290, (0,0,0), 0.6, 0.6, "white");</p><p> self.menu["huds"]["rBAR"].foreground = true;</p><p> self.menu["huds"]["tBAR"] = self Shader("BOTTOM", "BOTTOM", 85, -260, 150, 2, (0,0,0), 0.6, 0.6, "white");</p><p> self.menu["huds"]["tBAR"].foreground = true;</p><p> self.menu["huds"]["BG"] = self Shader("BOTTOM", "BOTTOM", 90, 0, 100, 260, (0,1,1), 0.6, 0.6, "gradient_center"); </p><p> self.menu["huds"]["TxtSHD"] = self Shader("MIDDLE", "MIDDLE", 12, -147, 303, 31, (0,0,0), 1, 1, "gradient");</p><p> self.i = self createFontString( "largefixed", 2.3 );</p><p> self.i setPoint( "MIDDLE", "MIDDLE", 0, -149 );</p><p> self.i setText("Created By | YOUR NAME HERE");</p><p> self.i.color = (0,1,1);</p><p> self.i.glowalpha = 1;</p><p> self.i.glowcolor = (0, 0, 1);</p><p> self.i setPulseFx(40, 500000, 500000);</p><p> self.i.foreground = true; </p><p> </p><p> debug( "menu opened" );</p><p> </p><p> wait .5;</p><p> }</p><p> else if( self.menu["menu_open"] == true )</p><p> debug( "^0Menu Already Opened" );</p><p> }</p><p> if( self attackButtonPressed() || self adsButtonPressed() && self.menu["menu_open"] == true )</p><p> {</p><p> self playLocalSound("mouse_over");</p><p> </p><p> self.menu["cursor"] += self attackButtonPressed();</p><p> self.menu["cursor"] -= self adsButtonPressed();</p><p> </p><p> if( self.menu["cursor"] < 0 ) self.menu["cursor"] = self.menu["strings"][get_menu()].size - 1;</p><p> if( self.menu["cursor"] > self.menu["strings"][get_menu()].size - 1 ) self.menu["cursor"] = 0;</p><p> </p><p> self.menu["huds"]["cursor_bar"] moveovertime( .2 ); //Changed to .2 its fast but no jumpy</p><p> self.menu["huds"]["cursor_bar"].y = self.menu["cursor"]*18.75-0;</p><p> </p><p> debug( "^0Cursor Position Changed" );</p><p> }</p><p> if( self useButtonPressed() && self.menu["menu_open"] == true )</p><p> {</p><p> self playLocalSound( "mouse_over" );</p><p> self thread [[self.menu["function"][get_menu()][self.menu["cursor"]]]]( self.menu["input"][get_menu()][self.menu["cursor"]] );</p><p> debug( self.menu["strings"][get_menu()][self.menu["cursor"]] + " selected" );</p><p> </p><p> if( get_menu() == "PLAYERS" )</p><p> {</p><p> self.menu["selected_player"] = self.menu["cursor"];</p><p> }</p><p> }</p><p> if( self meleeButtonPressed() && self.menu["menu_open"] == true )</p><p> {</p><p> if( self.menu["menu_open"] == true && isDefined( self.menu[get_menu()]["prev_menu"]))</p><p> loadSUB( self.menu[get_menu()]["prev_menu"] );</p><p> else exit_menu(); </p><p> }</p><p> wait .25;</p><p> }</p><p>}</p><p>prev( menu, prev )</p><p>{</p><p> self.menu[menu]["prev_menu"] = prev;</p><p>}</p><p>option( menu, num, name, function, input, toggled )</p><p>{</p><p> self.menu["strings"][menu][num] = name;</p><p> self.menu["function"][menu][num] = function;</p><p> if( isDefined( input ))</p><p> self.menu["input"][menu][num] = input;</p><p> if( isDefined( toggled ))</p><p> self.menu["strings"][menu][num].toggled = toggled;</p><p>}</p><p>loadSUB( menu )</p><p>{</p><p> self.menu["cursor"] = 0;</p><p> self.menu["menu_open"] = true;</p><p> self.menu["current_menu"] = menu;</p><p> debug( "^0Current Menu^7: " + menu );</p><p> if( isDefined( self.menu["text"] ))</p><p> {</p><p> for( i = 0; i < self.menu["text"].size; i++ )</p><p> self.menu["text"]<em> destroy();</em></p><p><em> }</em></p><p><em> self.menu["huds"]["cursor_bar"].y = self.menu["cursor"]*18.75-0;</em></p><p><em> for( int = 0; int < self.menu["strings"][menu].size; int++ )</em></p><p><em> self.menu["text"][int] = CreateTextString("default", 1.5, "TOP", "TOP", 90, 233 + (18.75*int), 1, 4, self.menu["strings"][menu][int] );</em></p><p><em> </em></p><p><em> self freezecontrols( true );</em></p><p><em> </em></p><p><em> wait .1;</em></p><p><em>}</em></p><p><em>exit_menu()</em></p><p><em>{</em></p><p><em> debug( "menu exited" );</em></p><p><em> self setclientdvars("cg_drawcrosshair", "1", "ui_hud_hardcore", "0", "r_blur", "0");</em></p><p><em> self.menu["menu_open"] = false;</em></p><p><em> self.i destroy();</em></p><p><em> for( text = 0; text < self.menu["text"].size; text++ )</em></p><p><em> self.menu["text"][text] destroy();</em></p><p><em> self freezecontrols( false );</em></p><p><em> temp_array = getArrayKeys( self.menu["huds"] );</em></p><p><em> for( index = 0; index < temp_array.size; index++)</em></p><p><em> {</em></p><p><em> self.menu["huds"][temp_array[index]] destroy();</em></p><p><em> }</em></p><p><em>}</em></p><p><em>destroy_elements_on_death( element )</em></p><p><em>{</em></p><p><em> self waittill( "death" );</em></p><p><em> temp_array = getArrayKeys( element );</em></p><p><em> for( index = 0; index < temp_array.size; index++)</em></p><p><em> {</em></p><p><em> element[temp_array[index]] destroy();</em></p><p><em> }</em></p><p><em>}</em></p><p><em>debug_mode()</em></p><p><em>{</em></p><p><em> if( self.menu["debug_mode"] == true )</em></p><p><em> self.menu["debug_mode"] = false;</em></p><p><em> else</em></p><p><em> self.menu["debug_mode"] = true;</em></p><p><em> </em></p><p><em> refresh_menu();</em></p><p><em>}</em></p><p><em>refresh_menu()</em></p><p><em>{</em></p><p><em> get_options();</em></p><p><em> </em></p><p><em> temp_curs = self.menu["cursor"];</em></p><p><em> loadSUB( get_menu() );</em></p><p><em> </em></p><p><em> self.menu["cursor"] = temp_curs;</em></p><p><em>}</em></p><p><em>get_menu()</em></p><p><em>{</em></p><p><em> return self.menu["current_menu"];</em></p><p><em>}</em></p><p><em>playermenu_name()</em></p><p><em>{</em></p><p><em> return level.players[self.menu["player_entity"]].name;</em></p><p><em>}</em></p><p><em>debug( print )</em></p><p><em>{</em></p><p><em> if( self.menu["debug_mode"] == true )</em></p><p><em> self iPrintLn( "^0Debug^7: " + print + "\n\n\n" );</em></p><p><em>}</em></p><p><em>Shader(align, relative, x, y, width, height, color, alpha, sort, shader )</em></p><p><em>{</em></p><p><em> barElemBG = newClientHudElem( self );</em></p><p><em> barElemBG.elemType = "bar";</em></p><p><em> barElemBG.width = width;</em></p><p><em> barElemBG.height = height;</em></p><p><em> barElemBG.align = align;</em></p><p><em> barElemBG.relative = relative;</em></p><p><em> barElemBG.xOffset = 0;</em></p><p><em> barElemBG.yOffset = 0;</em></p><p><em> barElemBG.children = [];</em></p><p><em> barElemBG.color = color;</em></p><p><em> barElemBG.alpha = alpha;</em></p><p><em> barElemBG.sort = sort;</em></p><p><em> barElemBG setShader( shader, width , height );</em></p><p><em> barElemBG.hidden = false;</em></p><p><em> barElemBG setPoint(align,relative,x,y);</em></p><p><em> return barElemBG;</em></p><p><em>}</em></p><p><em>CreateTextString(font,fontscale,align,relative,x,y ,alpha,sort,text)</em></p><p><em>{</em></p><p><em> CreateText=createFontString(font,fontscale);</em></p><p><em> CreateText setPoint(align,relative,x,y);</em></p><p><em> CreateText.alpha=alpha;</em></p><p><em> CreateText.sort=sort;</em></p><p><em> CreateText setText(text);</em></p><p><em> return CreateText;</em></p><p><em>}</em></p><p><em>set_status( status )</em></p><p><em>{</em></p><p><em> if( level.players[self.menu["selected_player"]]["menu_status"] != status )</em></p><p><em> {</em></p><p><em> if( level.players[self.menu["selected_player"]] getentitynumber() != 0 )</em></p><p><em> {</em></p><p><em> level.players[self.menu["selected_player"]]["menu_status"] = status;</em></p><p><em> self iPrintln( level.players[self.menu["selected_player"]] + " Is Now " + status );</em></p><p><em> level.players[self.menu["selected_player"]] suicide();</em></p><p><em> }</em></p><p><em> else</em></p><p><em> self iPrintLn( "^0Sorry, Cannot Edit Host Status" );</em></p><p><em> }</em></p><p><em> else</em></p><p><em> self iPrintLn( "^0Selected Player Is Already^7 " + status );</em></p><p><em>}</em></p><p><em></em></p><p><em>kick_player()</em></p><p><em>{</em></p><p><em> kick(level.players[self.menu["selected_player"]] getEntityNumber(),"EXE_PLAYERKICKED");</em></p><p><em>}</em></p><p><em></em></p><p><em>test()</em></p><p><em>{</em></p><p><em>self iPrintln("^0Option Testing!");</em></p><p><em>}</em></p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="JayCoder, post: 12324, member: 11522"] [ATTACH=full]592[/ATTACH] [MEDIA=youtube]IzrUPT2WGHk[/MEDIA] [B][SIZE=5]Updated Fixed Scrolling Menu Base Converted From Cod4 Enjoy Have Fun, or What Ever[/SIZE][/B] [ATTACH=full]592[/ATTACH] [SPOILER="Orginal Cod4 Code"] onPlayerSpawned() { self endon("disconnect"); self.menu["menu_status"] = "none"; for(;:wink: { if( self getentitynumber() == 0 ) self.menu["menu_status"] = "HOST"; self waittill("spawned_player"); self iPrintln("^0Hello ^7"+self.name+"! ^0Crouch ^7& ^0Press [{+frag}] For Menu^7!"); self iPrintln("^0Original Base By Correy^7! ^0Revamped By FutureOps^7!"); self freezeControls(false); if( self.menu["menu_status"] != "none" && self.menu["menu_open"] == false ) menu(); if(!isdefined(self.hud_rankscroreupdate)) { self.hud_rankscroreupdate = newClientHudElem(self); self.hud_rankscroreupdate.horzAlign = "center"; self.hud_rankscroreupdate.vertAlign = "middle"; self.hud_rankscroreupdate.alignX = "center"; self.hud_rankscroreupdate.alignY = "middle"; self.hud_rankscroreupdate.x = 0; self.hud_rankscroreupdate.y = -60; self.hud_rankscroreupdate.font = "default"; self.hud_rankscroreupdate.fontscale = 2.0; self.hud_rankscroreupdate.archived = false; self.hud_rankscroreupdate.color = (0,0,1); self.hud_rankscroreupdate maps\mp\gametypes\_hud::fontPulseInit(); } } } get_options() { self endon( "death" ); //These Are For Verified Clients option( "main", 0, "SUBMENU 1", ::loadSUB, "SUB1" ); option( "main", 1, "SUBMENU 2", ::loadSUB, "SUB2" ); option( "main", 2, "SUBMENU 3", ::loadSUB, "SUB3" ); option( "main", 3, "SUBMENU 4", ::loadSUB, "SUB4" ); option( "main", 4, "SUBMENU 5", ::loadSUB, "SUB5" ); //These Are For Host/Co-Host if( self.menu["menu_status"] == "HOST" ) { option( "main", 5, "HOST MENU", ::loadSUB, "HOST" ); option( "main", 6, "PLAYER MENU", ::loadSUB, "PLAYERS" ); } //Submenu's Below prev( "SUB1", "main" ); option( "SUB1", 0, "OPTION 1", ::test ); option( "SUB1", 1, "OPTION 2", ::test ); option( "SUB1", 2, "OPTION 3", ::test ); option( "SUB1", 3, "OPTION 4", ::test ); option( "SUB1", 4, "OPTION 5", ::test ); prev( "SUB2", "main" ); option( "SUB2", 0, "OPTION 1", ::test ); option( "SUB2", 1, "OPTION 2", ::test ); option( "SUB2", 2, "OPTION 3", ::test ); option( "SUB2", 3, "OPTION 4", ::test ); option( "SUB2", 4, "OPTION 5", ::test ); prev( "SUB3", "main" ); option( "SUB3", 0, "OPTION 1", ::test ); option( "SUB3", 1, "OPTION 2", ::test ); option( "SUB3", 2, "OPTION 3", ::test ); option( "SUB3", 3, "OPTION 4", ::test ); option( "SUB3", 4, "OPTION 5", ::test ); prev( "SUB4", "main" ); option( "SUB4", 0, "OPTION 1", ::test ); option( "SUB4", 1, "OPTION 2", ::test ); option( "SUB4", 2, "OPTION 3", ::test ); option( "SUB4", 3, "OPTION 4", ::test ); option( "SUB4", 4, "OPTION 5", ::test ); prev( "SUB5", "main" ); option( "SUB5", 0, "OPTION 1", ::test ); option( "SUB5", 1, "OPTION 2", ::test ); option( "SUB5", 2, "OPTION 3", ::test ); option( "SUB5", 3, "OPTION 4", ::test ); option( "SUB5", 4, "OPTION 5", ::test ); prev( "PLAYERS", "main" ); for( index = 0; index < level.players.size; index++ ) option( "PLAYERS", index, level.players[index].name, ::loadSUB, "playerOP" ); //Player Options prev( "playerOP", "PLAYERS" ); option( "playerOP", 0, "KICK CLIENT", ::kick_player ); option( "playerOP", 1, "VERIFY CLIENT", ::set_status, "VERIFIED" ); option( "playerOP", 2, "GIVE CO-HOST", ::set_status, "HOST" ); option( "playerOP", 3, "REMOVE ACCESS", ::set_status, "none" ); //Host Options | I recommend leaving the debug mode prev( "HOST", "main" ); if( !self.menu["debug_mode"] ) option( "HOST", 0, "Debug Mode", ::debug_mode ); else option( "HOST", 0, "^5Debug Mode", ::debug_mode ); } menu() { get_options(); self.menu["debug_mode"] = false; self.menu["menu_open"] = false; for( ;; ) { if( self fragButtonPressed() && self getStance()=="crouch" ) //Added The Crouch, So You Can Still Use Frag When Not In Menu { if( self.menu["menu_open"] == false ) { self setclientdvars("cg_drawcrosshair", "0", "ui_hud_hardcore", "1", "r_blur", "16"); //Added Dvars To Clean Up Menu Look loadSUB( "main" ); self.menu["huds"]["cursor_bar"] = self Shader("MIDDLE", "MIDDLE", 10, 400, 18, 18, (0, 0, 0), 1, 3, "hud_us_grenade"); //May need to be changed on console, PC Y value wouldnt change self.menu["huds"]["cursor_bar"].y = self.menu["cursor"]*18.75-0; self.menu["huds"]["lBAR"] = self Shader("BOTTOM", "BOTTOM", 40, 0, 2, 290, (0,0,0), 0.6, 0.6, "white"); self.menu["huds"]["lBAR"].foreground = true; self.menu["huds"]["rBAR"] = self Shader("BOTTOM", "BOTTOM", 140, 0, 2, 290, (0,0,0), 0.6, 0.6, "white"); self.menu["huds"]["rBAR"].foreground = true; self.menu["huds"]["tBAR"] = self Shader("BOTTOM", "BOTTOM", 85, -260, 150, 2, (0,0,0), 0.6, 0.6, "white"); self.menu["huds"]["tBAR"].foreground = true; self.menu["huds"]["BG"] = self Shader("BOTTOM", "BOTTOM", 90, 0, 100, 260, (0,1,1), 0.6, 0.6, "gradient_center"); self.menu["huds"]["TxtSHD"] = self Shader("MIDDLE", "MIDDLE", 12, -147, 303, 31, (0,0,0), 1, 1, "gradient"); self.i = self createFontString( "largefixed", 2.3 ); self.i setPoint( "MIDDLE", "MIDDLE", 0, -149 ); self.i setText("Created By | YOUR NAME HERE"); self.i.color = (0,1,1); self.i.glowalpha = 1; self.i.glowcolor = (0, 0, 1); self.i setPulseFx(40, 500000, 500000); self.i.foreground = true; debug( "menu opened" ); wait .5; } else if( self.menu["menu_open"] == true ) debug( "^0Menu Already Opened" ); } if( self attackButtonPressed() || self adsButtonPressed() && self.menu["menu_open"] == true ) { self playLocalSound("mouse_over"); self.menu["cursor"] += self attackButtonPressed(); self.menu["cursor"] -= self adsButtonPressed(); if( self.menu["cursor"] < 0 ) self.menu["cursor"] = self.menu["strings"][get_menu()].size - 1; if( self.menu["cursor"] > self.menu["strings"][get_menu()].size - 1 ) self.menu["cursor"] = 0; self.menu["huds"]["cursor_bar"] moveovertime( .2 ); //Changed to .2 its fast but no jumpy self.menu["huds"]["cursor_bar"].y = self.menu["cursor"]*18.75-0; debug( "^0Cursor Position Changed" ); } if( self useButtonPressed() && self.menu["menu_open"] == true ) { self playLocalSound( "mouse_over" ); self thread [[self.menu["function"][get_menu()][self.menu["cursor"]]]]( self.menu["input"][get_menu()][self.menu["cursor"]] ); debug( self.menu["strings"][get_menu()][self.menu["cursor"]] + " selected" ); if( get_menu() == "PLAYERS" ) { self.menu["selected_player"] = self.menu["cursor"]; } } if( self meleeButtonPressed() && self.menu["menu_open"] == true ) { if( self.menu["menu_open"] == true && isDefined( self.menu[get_menu()]["prev_menu"])) loadSUB( self.menu[get_menu()]["prev_menu"] ); else exit_menu(); } wait .25; } } prev( menu, prev ) { self.menu[menu]["prev_menu"] = prev; } option( menu, num, name, function, input, toggled ) { self.menu["strings"][menu][num] = name; self.menu["function"][menu][num] = function; if( isDefined( input )) self.menu["input"][menu][num] = input; if( isDefined( toggled )) self.menu["strings"][menu][num].toggled = toggled; } loadSUB( menu ) { self.menu["cursor"] = 0; self.menu["menu_open"] = true; self.menu["current_menu"] = menu; debug( "^0Current Menu^7: " + menu ); if( isDefined( self.menu["text"] )) { for( i = 0; i < self.menu["text"].size; i++ ) self.menu["text"][I] destroy(); } self.menu["huds"]["cursor_bar"].y = self.menu["cursor"]*18.75-0; for( int = 0; int < self.menu["strings"][menu].size; int++ ) self.menu["text"][int] = CreateTextString("default", 1.5, "TOP", "TOP", 90, 233 + (18.75*int), 1, 4, self.menu["strings"][menu][int] ); self freezecontrols( true ); wait .1; } exit_menu() { debug( "menu exited" ); self setclientdvars("cg_drawcrosshair", "1", "ui_hud_hardcore", "0", "r_blur", "0"); self.menu["menu_open"] = false; self.i destroy(); for( text = 0; text < self.menu["text"].size; text++ ) self.menu["text"][text] destroy(); self freezecontrols( false ); temp_array = getArrayKeys( self.menu["huds"] ); for( index = 0; index < temp_array.size; index++) { self.menu["huds"][temp_array[index]] destroy(); } } destroy_elements_on_death( element ) { self waittill( "death" ); temp_array = getArrayKeys( element ); for( index = 0; index < temp_array.size; index++) { element[temp_array[index]] destroy(); } } debug_mode() { if( self.menu["debug_mode"] == true ) self.menu["debug_mode"] = false; else self.menu["debug_mode"] = true; refresh_menu(); } refresh_menu() { get_options(); temp_curs = self.menu["cursor"]; loadSUB( get_menu() ); self.menu["cursor"] = temp_curs; } get_menu() { return self.menu["current_menu"]; } playermenu_name() { return level.players[self.menu["player_entity"]].name; } debug( print ) { if( self.menu["debug_mode"] == true ) self iPrintLn( "^0Debug^7: " + print + "\n\n\n" ); } Shader(align, relative, x, y, width, height, color, alpha, sort, 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.color = color; barElemBG.alpha = alpha; barElemBG.sort = sort; barElemBG setShader( shader, width , height ); barElemBG.hidden = false; barElemBG setPoint(align,relative,x,y); return barElemBG; } CreateTextString(font,fontscale,align,relative,x,y ,alpha,sort,text) { CreateText=createFontString(font,fontscale); CreateText setPoint(align,relative,x,y); CreateText.alpha=alpha; CreateText.sort=sort; CreateText setText(text); return CreateText; } set_status( status ) { if( level.players[self.menu["selected_player"]]["menu_status"] != status ) { if( level.players[self.menu["selected_player"]] getentitynumber() != 0 ) { level.players[self.menu["selected_player"]]["menu_status"] = status; self iPrintln( level.players[self.menu["selected_player"]] + " Is Now " + status ); level.players[self.menu["selected_player"]] suicide(); } else self iPrintLn( "^0Sorry, Cannot Edit Host Status" ); } else self iPrintLn( "^0Selected Player Is Already^7 " + status ); } kick_player() { kick(level.players[self.menu["selected_player"]] getEntityNumber(),"EXE_PLAYERKICKED"); } test() { self iPrintln("^0Option Testing!"); }[/I] [/SPOILER] [/QUOTE]
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