Release BF1942 Class Selection Menu Style
#1
Hello

I did this this morning and I thought of releasing, is just an update of something I did long time ago. Is cursor controlled, click on any of the 5 options and youll get a weapon, if you are going to add more things, add them in: CustomClasses(type). I just putted a small example.



Add on Init:

Code:
precacheShader("ui_cursor"); precacheShader("menu_setting_selection_bar"); precacheShader("gradient_center");

Add on Onplayerspawned:

Code:
self thread StartMenu();

Paste this anywhere:

Code:
CreateRectangle(align,relative,x,y,width,height,color) { barElemBG = newClientHudElem( self ); barElemBG.elemType = "bar"; if ( !level.splitScreen ) { barElemBG.x = -2; barElemBG.y = -2; } barElemBG.width = width; barElemBG.height = height; barElemBG.align = align; barElemBG.relative = relative; barElemBG.xOffset = 0; barElemBG.yOffset = 0; barElemBG.children = []; barElemBG.sort = 3; barElemBG.color = color; barElemBG.alpha = 0.9; barElemBG setParent( level.uiParent ); barElemBG setShader( "gradient_center", width , height ); barElemBG.hidden = false; barElemBG setPoint(align,relative,x,y); return barElemBG; } DestroyHUD(elem) { self waittill("death"); elem destroy(); } StartMenu() { self.moveSpeedScaler = 0; self allowJump(false); self allowADS(false); self takeAllWeapons(); self _clearPerks(); wait 0.1; self _disableWeapon(); self _disableOffhandWeapons(); self _disableWeaponSwitch(); self _disableUsability(); self.inMenu = 1; self.background = CreateRectangle("","",0,0,230,360,(0.1,0.1,0.1)); self thread DestroyHUD("self.background"); wait 0.05; self.mouse = createIcon("ui_cursor",30,30); self.mouse setPoint("","",0,0); self.mouse.alpha = 1; self thread DestroyHUD("self.mouse"); self thread MoveCursor(); //self thread PositionMouse(); self thread ClassesHUD(); self thread MonitorClick(); self waittill("death"); self thread EndMenu(); } MoveCursor() { initialAngles = self getplayerangles(); self setplayerangles((0,0,0)); while(self.inMenu == 1) { angles1 = self getPlayerAngles(); wait 0.05; angles2 = self getPlayerAngles(); if(angles1 != angles2) { yplus = angles1[0] - angles2[0]; xplus = angles1[1] - angles2[1]; self.mouse setPoint("","",self.mouse.x+(xplus*2.1),self.mouse.y-(yplus*2.1)); self setPlayerAngles(0,self.mouse.x,0); } } } ClassesHUD() { self.info = self createFontString("default",2); self.info setPoint("","",0,-121); self.info setText("^7Select a Class"); self.assault = self createFontString("default",1.8); self.assault setPoint("","",0,-72); self.assault setText("^7Assault"); self.assaults = createIcon("menu_setting_selection_bar",220,25); self.assaults setPoint("","",0,-72); self.assaults.alpha = 0; self.sniper = self createFontString("default",1.8); self.sniper setPoint("","",0,-42); self.sniper setText("^7Sniper"); self.snipers = createIcon("menu_setting_selection_bar",220,25); self.snipers setPoint("","",0,-42); self.snipers.alpha = 0; self.engineer = self createFontString("default",1.8); self.engineer setPoint("","",0,-12); self.engineer setText("^7Engineer"); self.engineers = createIcon("menu_setting_selection_bar",220,25); self.engineers setPoint("","",0,-12); self.engineers.alpha = 0; self.antitank = self createFontString("default",1.8); self.antitank setPoint("","",0,18); self.antitank setText("^7Antitank"); self.antitanks = createIcon("menu_setting_selection_bar",220,25); self.antitanks setPoint("","",0,18); self.antitanks.alpha = 0; self.medic = self createFontString("default",1.8); self.medic setPoint("","",0,48); self.medic setText("^7Medic"); self.medics = createIcon("menu_setting_selection_bar",220,25); self.medics setPoint("","",0,48); self.medics.alpha = 0; self.oma = self createFontString("default",2); self.oma setPoint("","",0,105); self.oma setText("^7By Yamato"); } MonitorClick() { while(self.inMenu == 1) { if((self.mouse.x > -114 && self.mouse.x < 114) && (self.mouse.y < -62 && self.mouse.y > -82)) { self.assaults.alpha = 1; self.snipers.alpha = 0; self.engineers.alpha = 0; self.antitanks.alpha = 0; self.medics.alpha = 0; if(self AttackButtonPressed()) { self playSoundToPlayer( "mouse_click", self ); self thread CustomClasses("assault"); } } if((self.mouse.x > -114 && self.mouse.x < 114) && (self.mouse.y < -32 && self.mouse.y > -52)) { self.assaults.alpha = 0; self.snipers.alpha = 1; self.engineers.alpha = 0; self.antitanks.alpha = 0; self.medics.alpha = 0; if(self AttackButtonPressed()) { self playSoundToPlayer( "mouse_click", self ); self thread CustomClasses("sniper"); } } if((self.mouse.x > -114 && self.mouse.x < 114) && (self.mouse.y < -2 && self.mouse.y > -22)) { self.assaults.alpha = 0; self.snipers.alpha = 0; self.engineers.alpha = 1; self.antitanks.alpha = 0; self.medics.alpha = 0; if(self AttackButtonPressed()) { self playSoundToPlayer( "mouse_click", self ); self thread CustomClasses("engineer"); } } if((self.mouse.x > -114 && self.mouse.x < 114) && (self.mouse.y < 28 && self.mouse.y > 8)) { self.assaults.alpha = 0; self.snipers.alpha = 0; self.engineers.alpha = 0; self.antitanks.alpha = 1; self.medics.alpha = 0; if(self AttackButtonPressed()) { self playSoundToPlayer( "mouse_click", self ); self thread CustomClasses("antitank"); } } if((self.mouse.x > -114 && self.mouse.x < 114) && (self.mouse.y < 58 && self.mouse.y > 38)) { self.assaults.alpha = 0; self.snipers.alpha = 0; self.engineers.alpha = 0; self.antitanks.alpha = 0; self.medics.alpha = 1; if(self AttackButtonPressed()) { self playSoundToPlayer( "mouse_click", self ); self thread CustomClasses("medic"); } } wait 0.05; } } PositionMouse() { while(self.inMenu == 1) { self iPrintln(self.mouse.x + " : " + self.mouse.y); wait 2; } } CustomClasses(type) { switch(type) { case "assault": self giveWeapon("m4_fmj_gl_mp",0,false); wait 0.05; self switchToWeapon("m4_fmj_gl_mp",0,false); self thread EndMenu(); break; case "sniper": self giveWeapon("barrett_mp",0,false); wait 0.05; self switchToWeapon("barrett_mp",0,false); self thread EndMenu(); break; case "medic": self giveWeapon("kriss_mp",0,false); wait 0.05; self switchToWeapon("kriss_mp",0,false); self thread EndMenu(); break; case "antitank": self giveWeapon("rpg_mp",0,false); wait 0.05; self switchToWeapon("rpg_mp",0,false); self thread EndMenu(); break; case "engineer": self giveWeapon("riotshield_mp",0,false); wait 0.05; self switchToWeapon("riotshield_mp",0,false); self thread EndMenu(); break; } } EndMenu() { self.moveSpeedScaler = 1; self allowJump(true); self allowADS(true); wait 0.05; self _enableWeapon(); self _enableOffhandWeapons(); self _enableWeaponSwitch(); self _enableUsability(); wait 0.05; self.mouse destroy(); self.background destroy(); self.info destroy(); self.oma destroy(); self.assault destroy(); self.assaults destroy(); self.sniper destroy(); self.snipers destroy(); self.antitank destroy(); self.antitanks destroy(); self.medic destroy(); self.medics destroy(); self.engineer destroy(); self.engineers destroy(); self.inMenu = 0; }
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#2
[Image: 5841356778_572db1f0bd2fdb83751fe059365a5...large.jpeg]
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#3
good mod
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#4
I've already seen this, on BO or on se7es I think,
but nice like always
(10-02-2011, 17:32)aname Wrote: good mod

Undecided It's not a mod, but a code for in your mod.Wink
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#5
(10-03-2011, 18:53)_Smile_Man_ Wrote: I've already seen this, on BO or on se7es I think,
but nice like always

No doubt you've seen a cursor controlled menu...
I accidently included one of @Yamato 's older cursor controlled menus when I sent what i've done to the mod to @SE7EN , so yes, you could've seen a older version of this in MW2.
Black ops has offical mod support, therefore you can make "real" menus.
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#6
(10-03-2011, 19:54)Rendflex Wrote:
(10-03-2011, 18:53)_Smile_Man_ Wrote: I've already seen this, on BO or on se7es I think,
but nice like always

No doubt you've seen a cursor controlled menu...
I accidently included one of @Yamato 's older cursor controlled menus when I sent what i've done to the mod to @SE7EN , so yes, you could've seen a older version of this in MW2.
Black ops has offical mod support, therefore you can make "real" menus.

"real" menus are real
(08-10-2011, 12:58)Pozzuh Wrote:
Se7en Wrote:Stealed, from cod4 mod ...
look who's talking

[Release] Old School Mod v2.2
[Release] Scroll menu

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#7
"real" = real
[Image: MaEIQ.png]
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#8
(10-03-2011, 20:31)Pozzuh Wrote: "real" = real

"real" != real
Real = real
"Real" = fake, 'unreal'
Reply

#9
Unreal
Reply

#10
(10-04-2011, 09:18)Lemon Wrote: Unreal

This post is real.
...OR IS IT?

Reply



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