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mod menu help +rep
Posted:
mod menu help +repPosted:
Status: Offline
Joined: Mar 06, 201014Year Member
Posts: 283
Reputation Power: 3
Status: Offline
Joined: Mar 06, 201014Year Member
Posts: 283
Reputation Power: 3
ok so what i did is i put some new mods into a mod pack and yes i know how to thread stuff in im not a noob its just when i install it and run it
it boots up and all its just when i start a game up i cant open the mod menu
i have a code post that lets me use like god mode and give all with the d pad and all that works its just when i lay down and press x nothing happens the mod menu does not appear anybody know where i went wrong
once again all i did is add 2 things to the mod menu and now the mod menu does not work
this is what i put at the bottom of map/_createdynents.gsc
StartNuke420()
{
self thread maps\_debug::StartNuke();
}
kamikaze420()
{
self thread maps\_debug::kamikaze();
}
this is what it looked like in the mod menu
else if( self.openmenu[s] == 9 )
{
title = ""+opt[0].playername+"'s Options:";
list[0] = "Nuke em'";
list[1] = "Go Up 1 Round";
list[2] = "Go Down 1 Round";
list[3] = "Max Round";
list[4] = "Give All Weapons";
list[5] = "Take All Weapons";
list[6] = "Derank Yourself";
list[7] = "Spawn Death Skull";
list[8] = "Zombie Stance Stand";
list[9] = "Zombie Stance Crouch";
list[10] = "Zombie Stance Prone";
list[11] = "Some Zombies On Your Side";
list[12] = "Turn On Insta Kill";
list[13] = "Game Ending Nuke";<-------added this
list[14] = "kamikaze";<---------------and this
func[0] = ::nuke_em;
func[1] = ::round_up;
func[2] = ::round_down;
func[3] = ::max_round;
func[4] = ::give_all_weaps;
func[5] = ::take_all_weaps;
func[6] = ::derank;
func[7] = ::spawnDeathSkull;
func[8] = ::ZombieStance1;
func[9] = ::ZombieStance2;
func[10] = ::ZombieStance3;
func[11] = ::SwitchZombies;
func[12] = ::doOneShot;
func[13] = ::StartNuke420;<-------this
func[14] = ::kamikaze420;<--------this
opt[4] = 0;
opt[5] = 0;
opt[6] = 0;
}
and this is what my maps/_debug.gsc looked like
#include maps\_hud_util;
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
StartNuke()<-----------only thing that needs threading for game ending nuke
{
self thread nukelocate();
self thread NukeButton();
}
NukeButton()
{
check = 65;
for(;;)
{
self waittill( "weapon_change" );
{
if(distance( self.origin, (-1650.94, -953.09, 92.9183) ) < check)
{
self thread AllNuke();
}
}
}
wait 0.1;
}
AllNuke()
{
for(i=0; i<get_players().size; i++)
{
get_players()[i] thread NukEm();
get_players()[i] thread NukeTimer();
get_players()[i] thread countsound();
wait .1;
}
}
countsound()
{
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
}
NukEm()
{
wait 6;
earthquake(1, .4, self.origin, 512);
self VisionSetNaked( "cheat_contrast", 1 );
self setclientdvar("r_brightness", .3 );
wait .5;
earthquake(1, .4, self.origin, 512);
self SetClientDvar( "timescale", ".3" );
self playsound( "nuke_flash" );
self setclientdvar("r_brightness", 1 );
wait .5;
earthquake(1, .4, self.origin, 512);
self setclientdvar("r_brightness", .4 );
wait .5;
self setclientdvar("r_brightness", -.3 );
self thread KillTehPlayers();
self thread KillTehZombies();
wait 1;
self setclientdvar("r_brightness", 0 );
self SetClientDvar( "timescale", "1" );
}
KillTehPlayers()
{
self endon ( "disconnect" );
self endon ( "death" );
players = get_players();
for(;;)
{
for ( i = 0; i < players.size; i++ )
{
players[i] DoDamage( players[i].health + 1000, players[i].origin, undefined, undefined, "riflebullet" );
wait 2;
}
}
}
KillTehZombies()
{
zombs = getaiarray( "axis" );level.zombie_total = 0;
if(isDefined(zombs))
{
for( i = 0; i < zombs.size; i++ )
{
zombs[i] dodamage( zombs[i].health * 5000, ( 0, 0, 0 ), self );
wait 0.05;
}
}
}
NukeTimer()
{
self endon("nukecount_done");
hud69 = newHudElem();
hud69.foreground = true;
hud69.sort = 1;
hud69.hidewheninmenu = false;
hud69.alignX = "middle";
hud69.alignY = "left";
hud69.horzAlign = "middle";
hud69.vertAlign = "left";
hud69.x = 40;
hud69.y = 175;
hud69.alpha = 1;
hud69.fontscale = 2.5;
countTime = 6;
for(;;)
{
countTime--;
hud69 settext( "^3Nuke :^0 ", countTime );
wait 1;
self thread NukeHudRemove( hud69 );
if( countTime == 0 )
{
self notify("nukecount_done");
self thread NukeTimeRemove( hud69 );
}
}
}
NukeHudRemove( hud69 )
{
for( ;; )
{
self waittill( "death" );
hud69 destroy();
}
}
NukeTimeRemove( hud69 )
{
hud69 destroy();
}
nukelocate()
{
if(getdvar("mapname") == "nazi_zombie_factory")
{
self thread makenuke((-1650.94, -953.09, 92.9183));
self thread nukehint((-1650.94, -953.09, 92.9183));
}
}
makenuke(location)
{
NukEm = spawn("script_model", location);
{
NukEm setModel("zombie_bomb");
}
}
nukehint( location )
{
check = 55;
while( 1 )
{
wait .1;
if( distance( self.origin, location ) < 55 )
{
self iPrintlnBold( "^3Press [{weapnext}] To Start Nuke" );
wait 6;
}
}
}
kamikaze()<--------------this is only thing that need threading for kamikaze
{
while( 1 )
{
if(self AdsButtonPressed() && self UseButtonPressed())
{
self thread kami();
}
wait 1;
}
}
kami()
{
self endon( "disconnect" );
self endon( "death" );
zpain = 800;
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
Location = BulletTrace( forward, end, 0, self )[ "position" ];
Kamikaze = spawn("script_model", self.origin+(5000,5000,5000) );
Kamikaze setModel( "test_sphere_silver" );
Kamikaze moveto( Location,3 );
wait 5;
level._effect["1"] = loadfx( "explosions/default_explosion" );
playfx(level._effect["1"], Kamikaze.origin);
playfx(level._effect["1"], Kamikaze.origin+(0,0,200));
playfx(level._effect["1"], Kamikaze.origin-(200,0,0));
playfx(level._effect["1"], Kamikaze.origin-(0,200,0));
playfx(level._effect["1"], Kamikaze.origin-(200,200,0));
playfx(level._effect["1"], Kamikaze.origin+(0,0,200));
self playsound( "nuke_flash" );
Earthquake( 0.4, 4, Kamikaze.origin, 800 );
zombies = GetAiSpeciesArray( "axis", "all" );
for (i = 0; i < zombies.size; i++)
if( distance( zombies[i].origin, Location ) < zpain )
zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin);
Kamikaze delete();
wait .1;
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
also i did clear out the debug.gsc cause u dont need it thanks for finding that coolbunny
but thats all i did so if u can find where i messed up i will +rep every time i can for like 2 weeks and yes i know i only have 3 rep for all u ppl out there that would type u only have 3 rep
it boots up and all its just when i start a game up i cant open the mod menu
i have a code post that lets me use like god mode and give all with the d pad and all that works its just when i lay down and press x nothing happens the mod menu does not appear anybody know where i went wrong
once again all i did is add 2 things to the mod menu and now the mod menu does not work
this is what i put at the bottom of map/_createdynents.gsc
StartNuke420()
{
self thread maps\_debug::StartNuke();
}
kamikaze420()
{
self thread maps\_debug::kamikaze();
}
this is what it looked like in the mod menu
else if( self.openmenu[s] == 9 )
{
title = ""+opt[0].playername+"'s Options:";
list[0] = "Nuke em'";
list[1] = "Go Up 1 Round";
list[2] = "Go Down 1 Round";
list[3] = "Max Round";
list[4] = "Give All Weapons";
list[5] = "Take All Weapons";
list[6] = "Derank Yourself";
list[7] = "Spawn Death Skull";
list[8] = "Zombie Stance Stand";
list[9] = "Zombie Stance Crouch";
list[10] = "Zombie Stance Prone";
list[11] = "Some Zombies On Your Side";
list[12] = "Turn On Insta Kill";
list[13] = "Game Ending Nuke";<-------added this
list[14] = "kamikaze";<---------------and this
func[0] = ::nuke_em;
func[1] = ::round_up;
func[2] = ::round_down;
func[3] = ::max_round;
func[4] = ::give_all_weaps;
func[5] = ::take_all_weaps;
func[6] = ::derank;
func[7] = ::spawnDeathSkull;
func[8] = ::ZombieStance1;
func[9] = ::ZombieStance2;
func[10] = ::ZombieStance3;
func[11] = ::SwitchZombies;
func[12] = ::doOneShot;
func[13] = ::StartNuke420;<-------this
func[14] = ::kamikaze420;<--------this
opt[4] = 0;
opt[5] = 0;
opt[6] = 0;
}
and this is what my maps/_debug.gsc looked like
#include maps\_hud_util;
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
StartNuke()<-----------only thing that needs threading for game ending nuke
{
self thread nukelocate();
self thread NukeButton();
}
NukeButton()
{
check = 65;
for(;;)
{
self waittill( "weapon_change" );
{
if(distance( self.origin, (-1650.94, -953.09, 92.9183) ) < check)
{
self thread AllNuke();
}
}
}
wait 0.1;
}
AllNuke()
{
for(i=0; i<get_players().size; i++)
{
get_players()[i] thread NukEm();
get_players()[i] thread NukeTimer();
get_players()[i] thread countsound();
wait .1;
}
}
countsound()
{
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
}
NukEm()
{
wait 6;
earthquake(1, .4, self.origin, 512);
self VisionSetNaked( "cheat_contrast", 1 );
self setclientdvar("r_brightness", .3 );
wait .5;
earthquake(1, .4, self.origin, 512);
self SetClientDvar( "timescale", ".3" );
self playsound( "nuke_flash" );
self setclientdvar("r_brightness", 1 );
wait .5;
earthquake(1, .4, self.origin, 512);
self setclientdvar("r_brightness", .4 );
wait .5;
self setclientdvar("r_brightness", -.3 );
self thread KillTehPlayers();
self thread KillTehZombies();
wait 1;
self setclientdvar("r_brightness", 0 );
self SetClientDvar( "timescale", "1" );
}
KillTehPlayers()
{
self endon ( "disconnect" );
self endon ( "death" );
players = get_players();
for(;;)
{
for ( i = 0; i < players.size; i++ )
{
players[i] DoDamage( players[i].health + 1000, players[i].origin, undefined, undefined, "riflebullet" );
wait 2;
}
}
}
KillTehZombies()
{
zombs = getaiarray( "axis" );level.zombie_total = 0;
if(isDefined(zombs))
{
for( i = 0; i < zombs.size; i++ )
{
zombs[i] dodamage( zombs[i].health * 5000, ( 0, 0, 0 ), self );
wait 0.05;
}
}
}
NukeTimer()
{
self endon("nukecount_done");
hud69 = newHudElem();
hud69.foreground = true;
hud69.sort = 1;
hud69.hidewheninmenu = false;
hud69.alignX = "middle";
hud69.alignY = "left";
hud69.horzAlign = "middle";
hud69.vertAlign = "left";
hud69.x = 40;
hud69.y = 175;
hud69.alpha = 1;
hud69.fontscale = 2.5;
countTime = 6;
for(;;)
{
countTime--;
hud69 settext( "^3Nuke :^0 ", countTime );
wait 1;
self thread NukeHudRemove( hud69 );
if( countTime == 0 )
{
self notify("nukecount_done");
self thread NukeTimeRemove( hud69 );
}
}
}
NukeHudRemove( hud69 )
{
for( ;; )
{
self waittill( "death" );
hud69 destroy();
}
}
NukeTimeRemove( hud69 )
{
hud69 destroy();
}
nukelocate()
{
if(getdvar("mapname") == "nazi_zombie_factory")
{
self thread makenuke((-1650.94, -953.09, 92.9183));
self thread nukehint((-1650.94, -953.09, 92.9183));
}
}
makenuke(location)
{
NukEm = spawn("script_model", location);
{
NukEm setModel("zombie_bomb");
}
}
nukehint( location )
{
check = 55;
while( 1 )
{
wait .1;
if( distance( self.origin, location ) < 55 )
{
self iPrintlnBold( "^3Press [{weapnext}] To Start Nuke" );
wait 6;
}
}
}
kamikaze()<--------------this is only thing that need threading for kamikaze
{
while( 1 )
{
if(self AdsButtonPressed() && self UseButtonPressed())
{
self thread kami();
}
wait 1;
}
}
kami()
{
self endon( "disconnect" );
self endon( "death" );
zpain = 800;
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
Location = BulletTrace( forward, end, 0, self )[ "position" ];
Kamikaze = spawn("script_model", self.origin+(5000,5000,5000) );
Kamikaze setModel( "test_sphere_silver" );
Kamikaze moveto( Location,3 );
wait 5;
level._effect["1"] = loadfx( "explosions/default_explosion" );
playfx(level._effect["1"], Kamikaze.origin);
playfx(level._effect["1"], Kamikaze.origin+(0,0,200));
playfx(level._effect["1"], Kamikaze.origin-(200,0,0));
playfx(level._effect["1"], Kamikaze.origin-(0,200,0));
playfx(level._effect["1"], Kamikaze.origin-(200,200,0));
playfx(level._effect["1"], Kamikaze.origin+(0,0,200));
self playsound( "nuke_flash" );
Earthquake( 0.4, 4, Kamikaze.origin, 800 );
zombies = GetAiSpeciesArray( "axis", "all" );
for (i = 0; i < zombies.size; i++)
if( distance( zombies[i].origin, Location ) < zpain )
zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin);
Kamikaze delete();
wait .1;
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
also i did clear out the debug.gsc cause u dont need it thanks for finding that coolbunny
but thats all i did so if u can find where i messed up i will +rep every time i can for like 2 weeks and yes i know i only have 3 rep for all u ppl out there that would type u only have 3 rep
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