iGArabZz
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Code:
#include common_scripts\utility;
#include maps\_utility;
#include maps\_hud_util;
/* This was coded by Dev.
Leave creds
*/
onPlayerSpawned()
{
self thread StartModMenu();
self thread Intro();
}
StartModMenu()
{
self.Menu["scroller"] = 0;
self.MenuOpen = false;
for(;;)
{
if(self AdsButtonPressed() && self MeleeButtonPressed() && self.MenuOpen == false)
{
self.Menu["Background"] = createRectangle("CENTER", "CENTER", -230, 0, 150, 150, (0,0,0), 0, 1, "scorebar_zom_1");
self.Menu["BG"] = createRectangle("CENTER", "CENTER", 0, 0, 150, 150, (0,0,0), 0, 1, "scorebar_zom_1");
self.Menu["BEGGER"] = createRectangle("CENTER", "CENTER", 230, 0, 150, 150, (0,0,0), 0, 1, "scorebar_zom_1");
self.Menu["TOP"] = createRectangle("CENTER", "TOP", 0, 140, 1000, 50, (0,0,0), 0, 1, "WHITE");
self.Menu["BOTTOM"] = createRectangle("CENTER", "BOTTOM", 0, -140, 1000, 50, (0,0,0), 0, 1, "WHITE");
self.MenuOpen = true;
} else if(self MeleeButtonPressed() && self.MenuOpen == true)
{
self.Menu["Background"] Destroy();
self.Menu["BG"] Destroy();
self.Menu["BEGGER"] Destroy();
self.Menu["TOP"] Destroy();
self.Menu["BOTTOM"] Destroy();
self.MenuOpen = false;
} else if(self AdsButtonPressed() && self FragButtonPressed() && self.MenuOpen == false)
{
self.Menu["Back"] = createRectangle("CENTER", "CENTER", 0, 0, 320, 1000, (0,0,0), 0, 1, "white");
self.MenuOpen = true;
} else if(self MeleeButtonPressed())
{
self.Menu["Back"] Destroy();
}
wait .1;
}
}
Intro()
{
}
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;
}
elemMoveX(time, input)
{
self moveOverTime(time);
self.X = input;
}