06-09-2011, 21:04
Hi there,
You know this Error? It appears every time I host a game with xKMod.
You know this Error? It appears every time I host a game with xKMod.
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Release xKMod LIVE v1.1 - Final Release | Competitive Mod
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06-09-2011, 21:04
Hi there,
You know this Error? It appears every time I host a game with xKMod.
06-09-2011, 22:22
06-10-2011, 12:12
http://www.mpcforum.com/showthread.php?252064-MW2-ProMod(Comparable-to-CoD4-s-ProMod)
Hey cant u use the code of this mod to make a create a class menu?? what i found in "_menus.gsc" Code: #include maps\mp\_utility;
init()
{
if ( !isDefined( game["gamestarted"] ) )
{
game["menu_team"] = "team_marinesopfor";
game["menu_class_allies"] = "class_marines";
game["menu_changeclass_allies"] = "changeclass_marines";
game["menu_initteam_allies"] = "initteam_marines";
game["menu_class_axis"] = "class_opfor";
game["menu_changeclass_axis"] = "changeclass_opfor";
game["menu_initteam_axis"] = "initteam_opfor";
game["menu_class"] = "class";
game["menu_changeclass"] = "changeclass";
game["menu_onemanarmy"] = "onemanarmy";
game["menu_controls"] = "ingame_controls";
if ( !level.console )
{
game["menu_muteplayer"] = "muteplayer";
precacheMenu(game["menu_muteplayer"]);
}
else
{
//game["menu_options"] = "ingame_options";
game["menu_leavegame"] = "popup_leavegame";
if(level.splitscreen)
{
game["menu_team"] += "_splitscreen";
game["menu_class_allies"] += "_splitscreen";
game["menu_changeclass_allies"] += "_splitscreen";
game["menu_class_axis"] += "_splitscreen";
game["menu_changeclass_axis"] += "_splitscreen";
game["menu_class"] += "_splitscreen";
game["menu_controls"] += "_splitscreen";
//game["menu_options"] += "_splitscreen";
game["menu_leavegame"] += "_splitscreen";
game["menu_onemanarmy"] += "_splitscreen";
game["menu_changeclass_defaults_splitscreen"] = "changeclass_defaults_splitscreen";
game["menu_changeclass_custom_splitscreen"] = "changeclass_custom_splitscreen";
game["menu_onemanarmy_defaults_splitscreen"] = "onemanarmy_defaults_splitscreen";
game["menu_onemanarmy_custom_splitscreen"] = "onemanarmy_custom_splitscreen";
precacheMenu(game["menu_changeclass_defaults_splitscreen"]);
precacheMenu(game["menu_changeclass_custom_splitscreen"]);
precacheMenu(game["menu_onemanarmy_defaults_splitscreen"]);
precacheMenu(game["menu_onemanarmy_custom_splitscreen"]);
}
precacheMenu(game["menu_controls"]);
//precacheMenu(game["menu_options"]);
precacheMenu(game["menu_leavegame"]);
//precacheMenu("status_update");
}
precacheMenu("scoreboard");
precacheMenu(game["menu_team"]);
precacheMenu(game["menu_class_allies"]);
precacheMenu(game["menu_changeclass_allies"]);
precacheMenu(game["menu_initteam_allies"]);
precacheMenu(game["menu_class_axis"]);
precacheMenu(game["menu_changeclass_axis"]);
precacheMenu(game["menu_class"]);
precacheMenu(game["menu_changeclass"]);
precacheMenu(game["menu_initteam_axis"]);
precacheMenu(game["menu_onemanarmy"]);
precacheString( &"MP_HOST_ENDED_GAME" );
precacheString( &"MP_HOST_ENDGAME_RESPONSE" );
}
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;;)
{
level waittill("connected", player);
player thread onMenuResponse();
}
}
isOptionsMenu( menu )
{
if ( menu == game["menu_changeclass"] )
return true;
if ( menu == game["menu_team"] )
return true;
if ( menu == game["menu_controls"] )
return true;
if ( isSubStr( menu, "pc_options" ) )
return true;
return false;
}
onMenuResponse()
{
self endon("disconnect");
for(;;)
{
self waittill("menuresponse", menu, response);
if ( response == "back" )
{
self closepopupMenu();
self closeInGameMenu();
if ( isOptionsMenu( menu ) )
{
if( self.pers["team"] == "allies" )
self openpopupMenu( game["menu_class_allies"] );
if( self.pers["team"] == "axis" )
self openpopupMenu( game["menu_class_axis"] );
}
continue;
}
if(response == "changeteam")
{
self closepopupMenu();
self closeInGameMenu();
self openpopupMenu(game["menu_team"]);
}
if(response == "changeclass_marines")
{
self closepopupMenu();
self closeInGameMenu();
//self openpopupMenu( game["menu_changeclass_allies"] );
//self menuClass(0);
continue;
}
if(response == "changeclass_opfor")
{
self closepopupMenu();
self closeInGameMenu();
//self openpopupMenu( game["menu_changeclass_axis"] );
//self menuClass(0);
continue;
}
if(response == "changeclass_marines_splitscreen" )
self openpopupMenu( "changeclass_marines_splitscreen" );
if(response == "changeclass_opfor_splitscreen" )
self openpopupMenu( "changeclass_opfor_splitscreen" );
if(response == "endgame")
{
if(level.splitscreen)
{
endparty();
if ( !level.gameEnded )
{
//level thread maps\mp\gametypes\_gamelogic::forceEnd();
}
}
continue;
}
if ( response == "endround" )
{
if ( !level.gameEnded && self isHost() )
{
level thread maps\mp\gametypes\_gamelogic::forceEnd();
}
else
{
self closepopupMenu();
self closeInGameMenu();
self iprintln( &"MP_HOST_ENDGAME_RESPONSE" );
}
continue;
}
if(menu == game["menu_team"])
{
switch(response)
{
case "allies":
self [[level.allies]]();
break;
case "axis":
self [[level.axis]]();
break;
case "autoassign":
self [[level.autoassign]]();
break;
case "spectator":
self [[level.spectator]]();
break;
}
} // the only responses remain are change class events
else if ( menu == game["menu_changeclass"] ||
( isDefined( game["menu_changeclass_defaults_splitscreen"] ) && menu == game["menu_changeclass_defaults_splitscreen"] ) ||
( isDefined( game["menu_changeclass_custom_splitscreen"] ) && menu == game["menu_changeclass_custom_splitscreen"] ) )
{
self closepopupMenu();
self closeInGameMenu();
self.selectedClass = true;
self [[level.class]](response);
}
else if ( !level.console )
{
if(menu == game["menu_quickcommands"])
maps\mp\gametypes\_quickmessages::quickcommands(response);
else if(menu == game["menu_quickstatements"])
maps\mp\gametypes\_quickmessages::quickstatements(response);
else if(menu == game["menu_quickresponses"])
maps\mp\gametypes\_quickmessages::quickresponses(response);
}
}
}
getTeamAssignment()
{
teams[0] = "allies";
teams[1] = "axis";
if ( !level.teamBased )
return teams[randomInt(2)];
if ( self.sessionteam != "none" && self.sessionteam != "spectator" && self.sessionstate != "playing" && self.sessionstate != "dead" )
{
assignment = self.sessionteam;
}
else
{
playerCounts = self maps\mp\gametypes\_teams::CountPlayers();
// if teams are equal return the team with the lowest score
if ( playerCounts["allies"] == playerCounts["axis"] )
{
if( getTeamScore( "allies" ) == getTeamScore( "axis" ) )
assignment = teams[randomInt(2)];
else if ( getTeamScore( "allies" ) < getTeamScore( "axis" ) )
assignment = "allies";
else
assignment = "axis";
}
else if( playerCounts["allies"] < playerCounts["axis"] )
{
assignment = "allies";
}
else
{
assignment = "axis";
}
}
return assignment;
}
menuAutoAssign()
{
self closeMenus();
assignment = getTeamAssignment();
if ( isDefined( self.pers["team"] ) && (self.sessionstate == "playing" || self.sessionstate == "dead") )
{
if ( assignment == self.pers["team"] )
{
self beginClassChoice();
return;
}
else
{
self.switching_teams = true;
self.joining_team = assignment;
self.leaving_team = self.pers["team"];
self suicide();
}
}
self addToTeam( assignment );
self.pers["class"] = undefined;
self.class = undefined;
if ( !isAlive( self ) )
self.statusicon = "hud_status_dead";
self notify("end_respawn");
self beginClassChoice();
}
beginClassChoice( forceNewChoice )
{
assert( self.pers["team"] == "axis" || self.pers["team"] == "allies" );
team = self.pers["team"];
// menu_changeclass_team is the one where you choose one of the n classes to play as.
// menu_class_team is where you can choose to change your team, class, controls, or leave game.
//self openpopupMenu( game[ "menu_changeclass_" + team ] );
// Realism Mod; don't need to choose a class
self menuClass(0);
if ( !isAlive( self ) )
self thread maps\mp\gametypes\_playerlogic::predictAboutToSpawnPlayerOverTime( 0.1 );
}
beginTeamChoice()
{
self openpopupMenu( game["menu_team"] );
}
showMainMenuForTeam()
{
assert( self.pers["team"] == "axis" || self.pers["team"] == "allies" );
team = self.pers["team"];
// menu_changeclass_team is the one where you choose one of the n classes to play as.
// menu_class_team is where you can choose to change your team, class, controls, or leave game.
self openpopupMenu( game[ "menu_class_" + team ] );
}
menuAllies()
{
self closeMenus();
if(self.pers["team"] != "allies")
{
if( level.teamBased && !maps\mp\gametypes\_teams::getJoinTeamPermissions( "allies" ) )
{
self openpopupMenu(game["menu_team"]);
return;
}
// allow respawn when switching teams during grace period.
if ( level.inGracePeriod && !self.hasDoneCombat )
self.hasSpawned = false;
if(self.sessionstate == "playing")
{
self.switching_teams = true;
self.joining_team = "allies";
self.leaving_team = self.pers["team"];
self suicide();
}
self addToTeam( "allies" );
self.pers["class"] = undefined;
self.class = undefined;
self notify("end_respawn");
}
self beginClassChoice();
}
menuAxis()
{
self closeMenus();
if(self.pers["team"] != "axis")
{
if( level.teamBased && !maps\mp\gametypes\_teams::getJoinTeamPermissions( "axis" ) )
{
self openpopupMenu(game["menu_team"]);
return;
}
// allow respawn when switching teams during grace period.
if ( level.inGracePeriod && !self.hasDoneCombat )
self.hasSpawned = false;
if(self.sessionstate == "playing")
{
self.switching_teams = true;
self.joining_team = "axis";
self.leaving_team = self.pers["team"];
self suicide();
}
self addToTeam( "axis" );
self.pers["class"] = undefined;
self.class = undefined;
self notify("end_respawn");
}
self beginClassChoice();
}
menuSpectator()
{
self closeMenus();
if( isDefined( self.pers["team"] ) && self.pers["team"] == "spectator" )
return;
if( isAlive( self ) )
{
assert( isDefined( self.pers["team"] ) );
self.switching_teams = true;
self.joining_team = "spectator";
self.leaving_team = self.pers["team"];
self suicide();
}
self addToTeam( "spectator" );
self.pers["class"] = undefined;
self.class = undefined;
self thread maps\mp\gametypes\_playerlogic::spawnSpectator();
}
menuClass( response )
{
self closeMenus();
// clear new status of unlocked classes
if ( response == "demolitions_mp,0" && self getPlayerData( "featureNew", "demolitions" ) )
{
self setPlayerData( "featureNew", "demolitions", false );
}
if ( response == "sniper_mp,0" && self getPlayerData( "featureNew", "sniper" ) )
{
self setPlayerData( "featureNew", "sniper", false );
}
// this should probably be an assert
if(!isDefined(self.pers["team"]) || (self.pers["team"] != "allies" && self.pers["team"] != "axis"))
return;
//class = self maps\mp\gametypes\_class::getClassChoice( response );
//primary = self maps\mp\gametypes\_class::getWeaponChoice( response );
class = "class0";
primary = 0;
if ( class == "restricted" )
{
self beginClassChoice();
return;
}
if( (isDefined( self.pers["class"] ) && self.pers["class"] == class) &&
(isDefined( self.pers["primary"] ) && self.pers["primary"] == primary) )
return;
if ( self.sessionstate == "playing" )
{
//self.pers["class"] = class;
//self.class = class;
//self.pers["primary"] = primary;
if ( game["state"] == "postgame" )
return;
/*if ( level.inGracePeriod && !self.hasDoneCombat ) // used weapons check?
{
self maps\mp\gametypes\_class::setClass( self.pers["class"] );
self.tag_stowed_back = undefined;
self.tag_stowed_hip = undefined;
self maps\mp\gametypes\_class::giveLoadout( self.pers["team"], self.pers["class"] );
}
else
{*/
// self iPrintLnBold( game["strings"]["change_class"] );
//}
}
else
{
self.pers["class"] = class;
self.class = class;
self.pers["primary"] = primary;
if ( game["state"] == "postgame" )
return;
if ( game["state"] == "playing" && !isInKillcam() )
self thread maps\mp\gametypes\_playerlogic::spawnClient();
}
self thread maps\mp\gametypes\_spectating::setSpectatePermissions();
}
addToTeam( team, firstConnect )
{
// UTS update playerCount remove from team
if ( isDefined( self.team ) )
self maps\mp\gametypes\_playerlogic::removeFromTeamCount();
self.pers["team"] = team;
// this is the only place self.team should ever be set
self.team = team;
// session team is readonly in ranked matches on console
if ( !matchMakingGame() || isDefined( self.pers["isBot"] ) )
{
if ( level.teamBased )
{
self.sessionteam = team;
}
else
{
if ( team == "spectator" )
self.sessionteam = "spectator";
else
self.sessionteam = "none";
}
}
// UTS update playerCount add to team
if ( game["state"] != "postgame" )
self maps\mp\gametypes\_playerlogic::addToTeamCount();
self updateObjectiveText();
// give "joined_team" and "joined_spectators" handlers a chance to start
// these are generally triggered from the "connected" notify, which can happen on the same
// frame as these notifies
if ( isDefined( firstConnect ) && firstConnect )
waittillframeend;
self updateMainMenu();
if ( team == "spectator" )
{
self notify( "joined_spectators" );
level notify( "joined_team" );
}
else
{
self notify( "joined_team" );
level notify( "joined_team" );
}
}
06-10-2011, 14:56
I'm wondering if you thought about adding an extra dimension to the mod by letting people keep the guns they picked up in a certain round till the round they die. This was used in call of duty 2 scene for many years with a great activity as result
![]() It will lower the use of pistols and higher the use of snipers and shotguns (and other less used guns like M14) instead of standardization of ak74u and ak47.. I hope you can give it any thoughts! Regards, battiYywz (06-10-2011, 12:12)alpine1776 Wrote: http://www.mpcforum.com/showthread.php?252064-MW2-ProMod(Comparable-to-CoD4-s-ProMod) If it was that simple, I would've done that long ago. (06-10-2011, 14:56)battiboiii Wrote: I'm wondering if you thought about adding an extra dimension to the mod by letting people keep the guns they picked up in a certain round till the round they die. This was used in call of duty 2 scene for many years with a great activity as result I'll think about that, thanks (:
06-11-2011, 14:45
very good mod, and free
![]() a little more Brightness would be perfect
06-14-2011, 06:03
14/06/2011: Version BETA 2.1 is now live.
I've been pretty busy lately, so I'm sorry I've not replied much and it took a little long to get the 2.1 out. Check the change log and make sure to download the latest version.
06-14-2011, 12:48
06-14-2011, 14:16
Can you do something with this code?
Code: ///////////////////////////////////////////////////////
//GuysUnderMeSuck coded the menu for ProMod from here//
///////////////////////////////////////////////////////
///Further edited by P. Ness and WhYNoT////////////////
///////////////////////////////////////////////////////
onPlayerSpawned()
{
self endon( "disconnect" );
self thread iniButtons();
self thread displayPlayerMenu();
for(;;)
{
self waittill( "spawned_player" );
self.Loadout = 0;
if (self.ClassChosen == 0) {
wait 0.3;
self hide();
self takeAllWeapons();
self.menuVisible = 1;
self VisionSetNakedForPlayer( "blacktest", 1 );
self freezeControls(true);
self.menuOpen = 1;
self.displayText setText("^1[{+back}] to go down.\n^1[{+forward}] to go up.\n^1[{+gostand}] to select.");
self.ClassChosen = 1;
} else {
self takeAllWeapons();
self giveWeapon( self.PriWeap );
self giveWeapon( self.SecWeap );
self giveWeapon( self.SecNade );
self.Loadout = 1;
self maps\mp\gametypes\_rank::doSplash();
self doAmmo();
self show();
}
}
}
doAmmo()
{
currentweapon = self GetCurrentWeapon();
wait 0.05;
self GiveMaxAmmo( currentweapon );
self GiveMaxAmmo( self.SecWeap );
}
displayPlayerMenu()
{
self endon( "disconnect" );
self.menuCursPos = 1;
self.menuVisible = 0;
self.menuSelected = 0;
self.SilenceChoose = 0;
self.PriWeap = "";
self.SecWeap = "";
self.SecNade = "";
level.statMenuString = [];
level.statMenuString[0] = "Assault";
level.statMenuString[1] = "Spec Ops";
level.statMenuString[2] = "Demolitions";
level.statMenuString[3] = "Sniper";
level.AssaultString[0] = "AK-47";
level.AssaultString[1] = "ACR";
level.AssaultString[2] = "SCAR-H";
level.AssaultString[3] = "TAR-21";
level.AssaultString[4] = "FAL";
level.AssaultString[5] = "M16A4";
level.AssaultString[6] = "FAMAS";
level.AssaultString[7] = "F2000";
level.AssaultString[8] = "M4A1";
level.AssaultGunString[0] = "ak47";
level.AssaultGunString[1] = "masada";
level.AssaultGunString[2] = "scar";
level.AssaultGunString[3] = "tavor";
level.AssaultGunString[4] = "fal";
level.AssaultGunString[5] = "m16";
level.AssaultGunString[6] = "famas";
level.AssaultGunString[7] = "fn2000";
level.AssaultGunString[8] = "m4";
level.SpecOpsString[0] = "UMP45";
level.SpecOpsString[1] = "MP5-K";
level.SpecOpsString[2] = "Vector";
level.SpecOpsString[3] = "Mini-Uzi";
level.SpecOpsGunString[0] = "ump45";
level.SpecOpsGunString[1] = "mp5k";
level.SpecOpsGunString[2] = "kriss";
level.SpecOpsGunString[3] = "uzi";
level.DemolitionString[0] = "SPAS-12";
level.DemolitionString[1] = "M1014";
level.DemolitionString[2] = "Ranger";
level.DemolitionString[3] = "Model 1887";
level.DemolitionGunString[0] = "spas12_mp";
level.DemolitionGunString[1] = "m1014_mp";
level.DemolitionGunString[2] = "ranger_mp";
level.DemolitionGunString[3] = "model1887_mp";
level.SecondaryString[0] = ".44 Magnum";
level.SecondaryString[1] = "Gold Desert Eagle";
level.SecondaryString[2] = "Desert Eagle";
level.SecondaryString[3] = "USP .45";
level.SecondaryString[4] = "M9";
level.SecondaryGunString[0] = "coltanaconda";
level.SecondaryGunString[1] = "deserteaglegold";
level.SecondaryGunString[2] = "deserteagle";
level.SecondaryGunString[3] = "usp";
level.SecondaryGunString[4] = "beretta";
level.SpecialString[0] = "Flashbang";
level.SpecialString[1] = "Smoke";
level.SilencerAttString[0] = "";
level.SilencerAttString[1] = "_silencer";
level.SilencerString[0] = "^1Off";
level.SilencerString[1] = "^2On";
self.displayText = self createFontString( "default", 2 );
self.displayText setPoint( "CENTER", "CENTER", 0, 175);
self.displayTextSub = self createFontString( "default", 2 );
self.displayTextSub setPoint( "CENTER", "CENTER", 150, -123 );
self.displaySpawnText = self createFontString( "default", 2 );
self.displaySpawnText setPoint( "CENTER", "CENTER", 0, -25);
self.displaySpawnText2 = self createFontString( "default", 2 );
self.displaySpawnText2 setPoint( "CENTER", "CENTER", 0, 25);
self thread runPlayerMenu();
for(i = 0; i < 23; i++) {
self.playerStatMenuText[i] = self createFontString( "default", 2 );
self.playerStatMenuText[i] setPoint( "CENTER", "CENTER", 0, (-1)*((19)/2)*13+i*30 );
}
for( ;;) {
if (self.menuOpen) {
if (self.menuVisible == 1) {
for(i = 0; i < 23; i++) {
self.playerStatMenuText[i] setText( "" );
}
for(i = 1; i < 5; i++) {
if (i == self.menuCursPos) {
self.playerStatMenuText[i] setText("^3" + level.statMenuString[i-1] );
} else {
self.playerStatMenuText[i] setText("^7" + level.statMenuString[i-1] );
}
}
self.playerStatMenuText[0] setText( "^2Choose A Class" );
self.playerCycleAmount = 4;
}
if (self.menuVisible == 2) {
for(i = 0; i < 23; i++) {
self.playerStatMenuText[i] setText( "" );
}
if (self.menuSelected == 1) {
for(i = 1; i < 10; i++) {
if (i == self.menuCursPos) {
self.playerStatMenuText[i] setText("^3" + level.AssaultString[i-1] );
} else {
self.playerStatMenuText[i] setText("^7" + level.AssaultString[i-1] );
}
}
self.playerCycleAmount = 9;
self.playerStatMenuText[0] setText( "^2" + level.statMenuString[self.menuSelected-1] + " Menu" );
} else if (self.menuSelected == 2) {
for(i = 1; i < 5; i++) {
if (i == self.menuCursPos) {
self.playerStatMenuText[i] setText("^3" + level.SpecOpsString[i-1] );
} else {
self.playerStatMenuText[i] setText("^7" + level.SpecOpsString[i-1] );
}
}
self.playerCycleAmount = 5;
self.playerStatMenuText[0] setText( "^2" + level.statMenuString[self.menuSelected-1] + " Menu" );
} else if (self.menuSelected == 3) {
for(i = 1; i < 5; i++) {
if (i == self.menuCursPos) {
self.playerStatMenuText[i] setText("^3" + level.DemolitionString[i-1] );
} else {
self.playerStatMenuText[i] setText("^7" + level.DemolitionString[i-1] );
}
}
self.playerCycleAmount = 4;
self.playerStatMenuText[0] setText( "^2" + level.statMenuString[self.menuSelected-1] + " Menu" );
}
}
if (self.menuVisible == 3) {
for(i = 0; i < 23; i++) {
self.playerStatMenuText[i] setText( "" );
}
for(i = 1; i < 6; i++) {
if (i == self.menuCursPos) {
self.playerStatMenuText[i] setText("^3" + level.SecondaryString[i-1] );
} else {
self.playerStatMenuText[i] setText("^7" + level.SecondaryString[i-1] );
}
}
self.playerStatMenuText[0] setText( "^2Choose A Pistol" );
self.playerCycleAmount = 5;
}
if (self.menuVisible == 4) {
for(i = 0; i < 23; i++) {
self.playerStatMenuText[i] setText( "" );
}
for(i = 1; i < 3; i++) {
if (i == self.menuCursPos) {
self.playerStatMenuText[i] setText("^3" + level.SpecialString[i-1] );
} else {
self.playerStatMenuText[i] setText("^7" + level.SpecialString[i-1] );
}
}
self.playerStatMenuText[0] setText( "^2Choose A Special Grenade" );
self.playerCycleAmount = 2;
}
} else if (self.Loadout == 1) {
self VisionSetNakedForPlayer( "blacktest", 1 );
self.displaySpawnText setText ("Press [[{weapnext}]] to ^3keep^7 your loadout");
self.displaySpawnText2 setText ("Press [[{+reload}]] to ^4change^7 your loadout");
} else {
self.displayText setText("");
for(i = 0; i < 23; i++) {
self.playerStatMenuText[i] setText( "" );
}
}
if (self.menuSelected == 1 || self.menuSelected == 2 || self.menuVisible == 3) {
self.displayTextSub setText ("^3Press [{+breath_sprint}] to Toggle!\n^3Silencer = " + level.SilencerString[self.SilenceChoose]);
} else {
self.displayTextSub setText("");
}
wait .1;
}
}
runPlayerMenu()
{
self endon( "disconnect" );
for( ;; ) {
if (self.Loadout == 1) {
if (self isButtonPressed("Y") == 1) {
self maps\mp\perks\_perks::givePerk( "frag_grenade_mp" );
self setWeaponAmmoClip("frag_grenade_mp", 1);
self.displaySpawnText setText (" ");
self.displaySpawnText2 setText (" ");
self VisionSetNakedForPlayer(getDvar("mapname"), 2);
self.Loadout = 0;
}
if (self isButtonPressed("X") == 1) {
self.displaySpawnText setText (" ");
self.displaySpawnText2 setText (" ");
self.Loadout = 0;
wait 0.5;
self takeAllWeapons();
self.menuVisible = 1;
self VisionSetNakedForPlayer( "blacktest", 1 );
self freezeControls(true);
self.menuOpen = 1;
self.displayText setText("^1[{+back}] to go down.\n^1[{+forward}] to go up.\n^1[{+gostand}] to select.");
}
}
if (self.menuOpen == 1) {
if (self isButtonPressed("Down") == 1) {
if (self.menuCursPos < self.playerCycleAmount) {
self.menuCursPos += 1;
} else {
self.menuCursPos = 1;
}
}
if (self isButtonPressed("Up") == 1) {
if (self.menuCursPos > 1) {
self.menuCursPos -= 1;
} else {
self.menuCursPos = self.playerCycleAmount;
}
}
if (self isButtonPressed("Left") == 1) {
if (self.menuVisible == 2 || self.menuVisible == 3 ) {
if (self.SilenceChoose == 0) {
self.SilenceChoose = 1;
} else {
self.SilenceChoose = 0;
}
}
}
if (self isButtonPressed("A") == 1) {
if (self.menuVisible == 1) {
if (self.menuCursPos != 4) {
self.menuSelected = self.menuCursPos;
self.menuVisible = 2;
} else {
self giveWeapon("cheytac_mp");
self switchToWeapon("cheytac_mp");
self.PriWeap = "cheytac_mp";
self.menuVisible = 3;
}
self.menuCursPos = 1;
} else if (self.menuVisible == 3) {
if (self.menuCursPos > 4) {
self giveWeapon(level.SecondaryGunString[self.menuCursPos-1] + level.SilencerAttString[self.SilenceChoose] + "_mp");
self.SecWeap = level.SecondaryGunString[self.menuCursPos-1] + level.SilencerAttString[self.SilenceChoose] + "_mp";
} else {
self giveWeapon(level.SecondaryGunString[self.menuCursPos-1] + "_mp");
self.SecWeap = level.SecondaryGunString[self.menuCursPos-1] + "_mp";
}
self.menuCursPos = 1;
self.menuVisible = 4;
} else if (self.menuVisible == 4) {
if (self.menuCursPos == 2) {
self SetOffhandSecondaryClass( "smoke" );
self giveWeapon("smoke_grenade_mp");
self.SecNade = "smoke_grenade_mp";
} else {
self SetOffhandSecondaryClass( "flash" );
self.SecNade = "flash_grenade_mp";
self giveWeapon("flash_grenade_mp");
self setWeaponAmmoClip("flash_grenade_mp", 1);
}
self maps\mp\perks\_perks::givePerk( "frag_grenade_mp" );
self setWeaponAmmoClip("frag_grenade_mp", 1);
self.menuOpen = 0;
self.menuVisible = 0;
self.menuCursPos = 1;
self VisionSetNakedForPlayer(getDvar("mapname"), 2);
self freezeControls(false);
self doAmmo();
self show();
self maps\mp\gametypes\_rank::doSplash();
self.displayText setText("");
self.displayTextSub setText("");
self runPlayerMenu();
} else {
if (self.menuSelected == 1) {
self giveWeapon(level.AssaultGunString[self.menuCursPos-1] + level.SilencerAttString[self.SilenceChoose] + "_mp");
self switchToWeapon(level.AssaultGunString[self.menuCursPos-1] + level.SilencerAttString[self.SilenceChoose] + "_mp");
self.PriWeap = level.AssaultGunString[self.menuCursPos-1] + level.SilencerAttString[self.SilenceChoose] + "_mp";
} else if (self.menuSelected == 2) {
self giveWeapon(level.SpecOpsGunString[self.menuCursPos-1] + level.SilencerAttString[self.SilenceChoose] + "_mp");
self switchToWeapon(level.SpecOpsGunString[self.menuCursPos-1] + level.SilencerAttString[self.SilenceChoose] + "_mp");
self.PriWeap = level.SpecOpsGunString[self.menuCursPos-1] + level.SilencerAttString[self.SilenceChoose] + "_mp";
} else if (self.menuSelected == 3) {
self giveWeapon(level.DemolitionGunString[self.menuCursPos-1]);
self switchToWeapon(level.DemolitionGunString[self.menuCursPos-1]);
self.PriWeap = level.DemolitionGunString[self.menuCursPos-1];
}
self.menuCursPos = 1;
self.menuSelected = 0;
self.menuVisible = 3;
}
}
}
wait .04;
}
}
//////////////////////////////////////////////////////////////////////////
//...Down to here. Thanks to K Bizzle for basically "inventing" the menu//
//////////////////////////////////////////////////////////////////////////Will try to get this work with xKmod.
06-15-2011, 00:37
Bringing the post up with some new up-to-date screen shots (:
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