Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Summer Special
      2. The Diamond Casino Heist
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Frontier Pursuits
      2. Find Lobbies & Outlaws
      3. Help & Support
    3. Crews

    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. Grand Theft Auto Series

    2. GTA VI

      1. St. Andrews Cathedral
    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
    6. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
    7. GTA III

      1. Guides & Strategies
      2. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    3. Gangs

    1. Announcements

    2. Support

    3. Suggestions

Sign in to follow this  
TheSiggi

question about panel... active_row

Recommended Posts

TheSiggi

I have a nother question about menus

 

its about the

 

 

08D7: $W_SWs_PANEL1 = panel $W_SWs active_row

 

 

 

I'm not quite sure how to use the next action correct:

 

 

:W_SWs_10wait 100008DA: remove_panel $W_MENU03E6: remove_text_box08D4: $W_SWs = create_panel_with_title 'W_MENU2' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 108DB:  set_panel $W_SWs column 0 header 'PLA_19' data 'SW1' 'SW2' 'SW3' 'SW4' 'SW5' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'090E: set_panel $W_SWs active_row 0:W_SWS_20wait 0if0256: player $PLAYER_CHAR definedjf @W_MENU_CLNP_108D7: $W_SWs_PANEL1 = panel $W_SWs active_row:W_SWs_21 // Rocketlauncherif8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if0038: $W_SWs_PANEL1 == 0 //jf @W_SWs_32

 

 

 

Is it possible to use the active row 0 in combination with 'SW1?

 

otherwise I have to edit two scripts....each with min. 558 lines -.-

 

greets smile.gif

Share this post


Link to post
Share on other sites
Deji

Don't quite get what your asking...

 

08D7: $1148 = panel $1153 active_row

 

Active row just tells you which row is highlighted.

 

08D8: $9637 = panel $2419 selected_row

 

Selected row tells you which one the user has pressed.

 

 

Also, instead of using 0AB0 it's usually best to use 00E1 so the person playing suffers less confusion smile.gif

Share this post


Link to post
Share on other sites
TheSiggi

it's only about a litlle thing:

 

0038: $W_SWs_PANEL1 == 0

 

 

 

08DB:  set_panel $W_SWs column 0 header 'PLA_19' data 'SW1' 'SW2' 'SW3' 'SW4' 'SW5' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'090E: set_panel $W_SWs active_row 0

 

 

Is

08D7: $W_SWs_PANEL1 = panel $W_SWs active_row

= 0 =

 

 

header 'PLA_19' data 'SW1' 'SW2' 'SW3' 'SW4

 

So:

 

 

´:W_SWs_21 // Rocketlauncherif8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if0038: $W_SWs_PANEL1 == 0 // ==================== 'SW1' ???jf @W_SWs_32

 

Share this post


Link to post
Share on other sites
Deji

Mmm... Yes?

 

Why didn't you test it? mercie_blink.gif

Share this post


Link to post
Share on other sites
TheSiggi

because the ESM project is cancled ( for now)

and the 2nd mod im working, isn't finished yet.....there are to many labels which have to be created otherwise it wouldn't be able to compile it.....

Share this post


Link to post
Share on other sites
ZAZ

 

[/code]

 

 

if0038: $W_SWs_PANEL1 == 0 // ==================== 'SW1' ???jf @W_SWs_32

 

yes, the first entry is panel ative row 0

second entry is panel activ row 1

Share this post


Link to post
Share on other sites
TheSiggi

It's not normal that the menu appears without any text except for 'select'....and it also disapperas after 2-4 seconds .... nervous.gif ???

 

that's ridiculous.....

Share this post


Link to post
Share on other sites
ZAZ
It's not normal that the menu appears without any text except for 'select'....and it also disapperas after 2-4 seconds .... nervous.gif ???

 

that's ridiculous.....

The menue can appear without titel texts if there is set dummy

The menue can have 2 titels,

the main titel in Gothic font in opcode 08D4

and the columne titel in opcode 08DB

the menue should only disappear if 08DA: remove_panel <variable name of panel> was read

use locals

Share this post


Link to post
Share on other sites
TheSiggi

shall I post the whole script???

 

but i have to warn you...its not very short

 

@ ZAZ:

 

its not the one I sent you

Share this post


Link to post
Share on other sites
ZAZ

 

shall I post the whole script???

yes, if it's possible to compile it

 

but i have to warn you...its not very short

you can upload long scripts as text file to file host like rapidshare

 

Share this post


Link to post
Share on other sites
TheSiggi

EDIT//:

 

I know it's not very effective to start making those 'medium' menu scripts when you have learned to use them just a few days ago but this is a very easy stucture

 

 

I also edited some //coments to make it easier to understand

 

greets

 

 

 

 

Moved the code to a later post

 

 

 

Edited by The_Siggi

Share this post


Link to post
Share on other sites
ZAZ

whats the end of this part?

 

:W_MENU_CLNP_108DA: remove_panel $W_MENU0826: enable_hud 103BF: set_player $PLAYER_CHAR ignored_by_everyone 0 01B4: set_player $PLAYER_CHAR can_move 1 03F0: enable_text_draw 0

 

 

 

I gave you a working template and you made it in a total other way

 

your loop after the menu opcodes:

 

090E: set_panel $W_MENU active_row 0

 

if player defined

08D7: $W_PANEL1 = panel $W_MENU active_row

 

 

if not key pressed

if $W_PANEL1 == 0

jump @W_MELEE_10

 

if not key pressed

if $W_PANEL1 == 1

 

if not key pressed

if $W_PANEL1 == 2

 

etc...

 

so much unnessesary "if not key pressed"

$W_PANEL1 is 0 because you set it to 0 with 090E:

no key_press check must be passed with pressing a key to read the check:

if $W_PANEL1 == 0

jump @W_MELEE_10

 

so it jumps to W_MELEE_10, disables the menue and creates a new and so on

 

 

Do it in this way:

 

create_panel

090E: set_panel $W_MENU active_row 0

 

:Loop

if player defined

jf @cleanup

 

if key_pressed ENTER

jf @MA

jUMP @cleanup

 

:MA

if key_pressed <key to confirm>

jf @Loop

 

08D7: $W_PANEL1 = panel $W_MENU active_row

 

if $W_PANEL1 == 0

 

if $W_PANEL1 == 1

 

if $W_PANEL1 == 2

 

etc...

 

 

 

Share this post


Link to post
Share on other sites
TheSiggi

Well I will try this tonight....

 

So I don't have to check whether return was pressed to quit the menu? is it controlled by the menu itself?

 

but I need a key to select and confirm the row I want to activate with a key?

 

 

Share this post


Link to post
Share on other sites
ZAZ
Well I will try this tonight....

 

So I don't have to check whether return was pressed to quit the menu? is it controlled by the menu itself?

 

but I need a key to select and confirm the row I want to activate with a key?

the row selection works automaticly be up/down key_press

you need a key_press check for the confirmation

and when this key_press check is passed the code should run through the selection checks

 

to quit without confirmation needs also a key_press check but it must not be the enter key

Share this post


Link to post
Share on other sites
TheSiggi

improved it a bit

 

 

{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'WPNMNU'wait 0//melee0247: load_model #BRASSKNUCKLE0247: load_model #GOLFCLUB0247: load_model #NITESTICK0247: load_model #KNIFECUR0247: load_model #BAT0247: load_model #SHOVEL0247: load_model #POOLCUE0247: load_model #KATANA0247: load_model #CHNSAW//handguns0247: load_model #COLT450247: load_model #SILENCED0247: load_model #DESERT_EAGLE//shotguns0247: load_model #CHROMEGUN0247: load_model #SAWNOFF0247: load_model #SHOTGSPA//SMGs0247: load_model #MICRO_UZI0247: load_model #TEC90247: load_model #MP5LNG//Assualt Rifles0247: load_model #AK470247: load_model #M4//Rifles0247: load_model #c*ntGUN0247: load_model #SNIPER//special weapons0247: load_model #ROCKETLA0247: load_model #HEATSEEK0247: load_model #FLAME0247: load_model #MINIGUN//projectiles0247: load_model #GRENADE0247: load_model #MOLOTOV0247: load_model #TEARGAS0247: load_model #SATCHEL0247: load_model #BOMB//special equipment0247: load_model #SPRAYCAN0247: load_model #FIRE_EX0247: load_model #CAMERA0247: load_model #NVGOGGLES0247: load_model #IRGOGGLES0247: load_model #GUN_PARA0247: load_model #ARMOUR:W_MENU_CHECK_01wait 100if and0248:   model #BRASSKNUCKLE available 0248:   model #GOLFCLUB available 0248:   model #NITESTICK available 0248:   model #KNIFECUR available 0248:   model #BAT available 0248:   model #SHOVEL available 0248:   model #KATANA available jf @W_MENU_CHECK_01jump @W_MENU_CHECK_02:W_MENU_CHECK_02wait 50if and0248:   model #CHNSAW available 0248:   model #COLT45 available 0248:   model #SILENCED available 0248:   model #DESERT_EAGLE available 0248:   model #CHROMEGUN available 0248:   model #SAWNOFF available 0248:   model #SHOTGSPA available jf @W_MENU_CHECK_02jump @W_MENU_CHECK_03:W_MENU_CHECK_03wait 50if and0248:   model #MICRO_UZI available 0248:   model #TEC9 available 0248:   model #MP5LNG available 0248:   model #AK47 available 0248:   model #M4 available 0248:   model #c*ntGUN available 0248:   model #SNIPER available jf @W_MENU_CHECK_03jump @W_MENU_CHECK_04:W_MENU_CHECK_04wait 50if and0248:   model #ROCKETLA available 0248:   model #HEATSEEK available 0248:   model #FLAME available 0248:   model #MINIGUN available 0248:   model #GRENADE available 0248:   model #TEARGAS available 0248:   model #MOLOTOV available jf @W_MENU_CHECK_04jump @W_MENU_CHECK_05:W_MENU_CHECK_05wait 50if and0248:   model #SATCHEL available 0248:   model #BOMB available 0248:   model #SPRAYCAN available 0248:   model #CAMERA available 0248:   model #NVGOGGLES available 0248:   model #IRGOGGLES available 0248:   model #GUN_PARA available jf @W_MENU_CHECK_05jump @W_MENU_CHECK_06:W_MENU_CHECK_06wait 50if  and0248: model #FIRE_EX avialable0248:   model #ARMOUR available jf @W_MENU_CHECK_06wait 50jump @W_MENU_1000A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected] :W_MENU_10wait 0if 0256:   player $PLAYER_CHAR defined jf @W_MENU_10if 00D6: if 03EE:   player $PLAYER_CHAR controllable jf @W_MENU_1000D6: if 80DF:   not actor $PLAYER_ACTOR driving  jf @W_MENU_10if and0AB0: key_pressed 160AB0: key_pressed 9jf @W_MENU_1001B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 0826: enable_hud 0 wait 100512: show_permanent_text_box 'WARDH3'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an item.~N~~k~~PED_SPRINT~ View~N~~k~~VEHICLE_ENTER_EXIT~ Back08D4: $W_MENU = create_panel_with_title 'W_MENU1' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 108DB:  set_panel $W_MENU column 0 header 'PLA_19' data 'W_MENU2' 'W_MENU3' 'W_MENU4'  'W_MENU5' 'W_MENU6' 'W_MENU7' 'W_MENU8' 'W_MENU9' 'W_MENU10' 'W_MENU11' 'DUMMY' 'DUMMY' 090E: set_panel $W_MENU active_row 0//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//:W_MENU_21  //main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//wait 10if 0256:   player $PLAYER_CHAR defined jf @W_MENU_CLNP_108D7: $W_PANEL1 = panel $W_MENU active_row:W_MENU_22 // melee// melee// melee// melee// melee// melee// melee// melee// melee00D6: if 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1                             // building siteif and0038:   $W_PANEL1 == 000E1:   player 0 pressed_key 16jf @W_MENU_32 jump @W_MELEE_10    // initalised-------------------------------------------------------------------------------done !:W_MENU_32   // handguns// handguns// handguns// handguns// handguns// handgunsif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038:  $W_PANEL1 == 100E1:   player 0 pressed_key 16jf @W_MENU_43jump @W_H_GUNS_10    // to create // handguns:W_MENU_43     //shotguns//shotguns//shotguns//shotguns//shotgunsif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_PANEL1 == 200E1:   player 0 pressed_key 16jf @W_MENU_54jump @W_S_GUNS_10 //  to create //shotguns :W_MENU_54    // SMGs// SMGs// SMGs// SMGs// SMGs// SMGs// SMGsif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_PANEL1 == 300E1:   player 0 pressed_key 16jf @W_MENU_65jump @W_SMGS_10     // to create // SMGs:W_MENU_65if 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_PANEL1 == 400E1:   player 0 pressed_key 16jf @W_MENU_76jump @W_ARS_10  // to create // ARs:W_MENU_76  // Rifles// Rifles// Rifles// Rifles// Rifles// Rifles// Rifles// Riflesif 8AB0: NOT key_pressed  13jf @W_MENU_CLNP_1if and0038: $W_PANEL1 == 500E1:   player 0 pressed_key 16jf @W_MENU_87jump @W_RFLS_10   // to create // Rifles:W_MENU_87    //special weapons//special weapons//special weapons//special weapons if 8AB0: key_pressed 13jf @W_MENU_CLNP_1if  and0038: $W_PANEL1 == 600E1:   player 0 pressed_key 16jf @W_MENU_98jump @W_SWs_10   // to create // special weapons:W_MENU_98  // explosives // explosives // explosives // explosives if 8AB0:  NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_PANEL1 == 700E1:   player 0 pressed_key 16jf  @W_MENU_100jump @W_EX_10   // to create // explosives :W_MENU_100    // special equipment // special equipment// special equipmentif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_PANEL1 == 800E1:   player 0 pressed_key 16jf @W_MENU_240jump @W_SE_10  // to create   // special equipment:W_MENU_240if 8AB0: NOT key_pressed  13jf @W_MENU_CLNP_1if and0038: $W_PANEL1 == 900E1:   player 0 pressed_key 16jf @W_MENU_21jump @W_MENU_21//sub-menus//sub-menus//sub-menus//sub-menus//sub-menus//sub-menus//sub-menus//sub-menus//sub-menus//sub-menus//sub-menus//sub-menus//// melee// melee// melee//:W_MELEE_10wait 10008DA: remove_panel $W_MENU 03E6: remove_text_box wait 100008D4: $W_MENU_MELEE = create_panel_with_title 'W_MENU2' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 108DB:  set_panel $W_MENU_MELEE column 0 header 'PLA_19' data 'MELEE1' 'MELEE2' 'MELEE3'  'MELEE4' 'MELEE5' 'MELEE6' 'MELEE7' 'MELEE8' 'MELEE9' 'MELEE10' 'DUMMY' 'DUMMY' 090E: set_panel $W_MENU_MELEE active_row 0:W_MELEE_200001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined jf @W_MENU_CLNP_1 08D7: $W_MELEE_PANEL1 = panel $W_MENU active_row:W_MELEE_21   // Brassknuckle00D6: if 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1                             if   and0038:   $W_PANEL1 == 0 00E1:   player 0 pressed_key 16jf @W_MELEE_32jump @W_MELEE_Knuckle // to create // Brassknuchkle     // initiliased!!:W_MELEE_32     // Golfif8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_MELEE_PANEL1 == 100E1:   player 0 pressed_key 16jf @W_MELEE_43jump @W_MELEE_GOLF  // to create // Golfclub:W_MELEE_43     // Nitestickif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_MELEE_PANEL1 == 200E1:   player 0 pressed_key 16jf @W_MELEE_54jump @W_MELEE_NITE // to create // Nitestick:W_MELEE_54    // Knifeif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_MELEE_PANEL1 == 300E1:   player 0 pressed_key 16jf @W_MELEE_65jump @W_MELEE_KNIFE   // to create // Knife:W_MELEE_65 // Batif 8AB0: key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_MELEE_PANEL1 == 400E1:   player 0 pressed_key 16jf @W_MELEE_76jump @W_MELEE_BAT // to create // BAT:W_MELEE_76 // Shovelif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_MELEE_PANEL1 == 5 00E1:   player 0 pressed_key 16jf @W_MELEE_87jump @W_MELEE_SHOVEL // to create // shovel:W_MELEE_87   //Poolcueif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_MELEE_PANEL1 == 600E1:   player 0 pressed_key 16jf @W_MELEE_98jump @W_MELEE_POOL // to create // Poolcue:W_MELEE_98 // Katanaif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_MELEE_PANEL1 == 7 00E1:   player 0 pressed_key 16jf @W_MELEE_109jump @W_MELEE_KATANA // to create // Katana:W_MELEE_109   // Chainsawif8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_MELEE_PANEL1 == 800E1:   player 0 pressed_key 16jf @W_MELEE_240jump @W_MELEE_CHAIN // to create // Chainsaw:W_MELEE_240if8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_MELEE_PANEL1 == 9 00E1:   player 0 pressed_key 16jf @W_MENU_2108DA: remove_panel $W_MENU_MELEE03E6: remove_text_boxjump @W_MENU_21//h_guns//h_guns//h_guns//:W_H_GUNS_10wait 10008DA: remove_panel $W_MENU 03E6: remove_text_box wait 100008D4: $W_MENU_H_GUNS = create_panel_with_title 'W_MENU2' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 108DB:  set_panel $W_MENU_H_GUNS column 0 header 'PLA_19' data 'H_GUNS1' 'H_GUNS2' 'H_GUNS3' 'H_GUNS4' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 090E: set_panel $W_MENU_H_GUNS active_row 0:W_H_GUNS_200001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined jf @W_MENU_CLNP_1 08D7: $W_H_GUNS_PANEL1 = panel $W_MENU active_row:W_H_GUNS_21    // 9 mmif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_H_GUNS_PANEL1 == 000E1:   player 0 pressed_key 16jf @W_H_GUNS_32jump @W_H_GUNS_COLT // to create // COLT 45:W_H_GUNS_32   // Silencedif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1 if and0038: $W_H_GUNS_PANEL1 == 1 00E1:   player 0 pressed_key 16jf @W_H_GUNS_43jump @W_H_GUNS_SILENCED // to create // Silenced:W_H_GUNS_43 // Desert Eagle if 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_H_GUNS_PANEL1 == 200E1:   player 0 pressed_key 16jf @W_H_GUNS_54jump @W_H_GUNS_DESERT // to create // Desert Eagle :W_H_GUNS_54if 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_H_GUNS_PANEL1 == 300E1:   player 0 pressed_key 16jf @W_MENU_2108DA: remove_panel $W_MENU_H_GUNS03E6: remove_text_box  wait 100jump @W_MENU_21//shotguns//shotguns//shotguns//shotguns//shotguns:W_S_GUNS_10wait 100008DA: remove_panel $W_MENU 03E6: remove_text_box wait 100008D4: $W_MENU_W_S_GUNS = create_panel_with_title 'W_MENU2' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 108DB:  set_panel $W_MENU_W_S_GUNS column 0 header 'PLA_19' data 'S_GUNS1' 'S_GUNS2' 'S_GUNS3' 'S_GUNS4' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 090E: set_panel $W_MENU_W_S_GUNS active_row 0:W_S_GUNS_200001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined jf @W_MENU_CLNP_1 08D7: $W_S_GUNS_PANEL1 = panel $W_MENU_W_S_GUNS active_row:W_S_GUNS_21               // Chromegunif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_S_GUNS_PANEL1  == 000E1:   player 0 pressed_key 16jf @W_S_GUNS_32jump @W_S_GUNS_CHROME // to create // Chromegun:W_S_GUNS_32 // Sawnoffif8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_MENU_W_S_GUNS == 100E1:   player 0 pressed_key 16jf  @W_S_GUNS_43jump @W_S_GUNS_SAWN // to create // Sawnoff:W_S_GUNS_43  // Combat Shotgunif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_S_GUNS_PANEL1 == 200E1:   player 0 pressed_key 16jf @W_S_GUNS_54jump @W_S_GUNS_SHOT // to create // Shotgspa:W_S_GUNS_54if 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_S_GUNS_PANEL1 == 300E1:   player 0 pressed_key 16jf @W_MENU_2108DA: remove_panel $W_MENU_W_S_GUNS03E6: remove_text_boxjump @W_MENU_21// SMGs// SMGs// SMGs// SMGs:W_SMGS_10wait 100008DA: remove_panel $W_MENU 03E6: remove_text_box wait 100008D4: $W_SMGS = create_panel_with_title 'W_MENU2' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 108DB:  set_panel $W_SMGS column 0 header 'PLA_19' data 'SMG1' 'SMG2' 'SMG3' 'SMG4' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 090E: set_panel $W_SMGS active_row 0:W_SMGS_200001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined jf @W_MENU_CLNP_1 08D7: $W_SMGS_PANEL1 = panel $W_SMGS active_row:W_SMGS_21  // Micro Uziif8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_SMGS_PANEL1 == 000E1:   player 0 pressed_key 16jf @W_SMGS_32jump @W_SMGS_MICRO // to create // Micro Uzi:W_SMGS_32      // Tec 9if 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_SMGS_PANEL1 == 1 00E1:   player 0 pressed_key 16jf @W_SMGS_43jump @W_SMGS_TEC // to create // Tec 9:W_SMGS_43  // MP 5 if 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if 0038: $W_SMGS_PANEL1 == 200E1:   player 0 pressed_key 16jf @W_SMGS_54jump @W_SMGS_MP5 // to create // MP5:W_SMGS_54if 8AB0: NOT key_pressed  13jf @W_MENU_CLNP_1if and0038: $W_SMGS_PANEL1 == 300E1:   player 0 pressed_key 16jf @W_MENU_2108DA: remove_panel $W_SMGS03E6: remove_text_boxjump @W_MENU_21//ARs//ARs//ARs//ARs//ARs//ARs:W_ARS_10wait 100008DA: remove_panel $W_MENU 03E6: remove_text_box 08D4: $W_ARS = create_panel_with_title 'W_MENU2' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 108DB:  set_panel $W_ARS column 0 header 'PLA_19' data 'AR1' 'AR2' 'AR3' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 090E: set_panel $W_ARS active_row 0:W_ARS_200001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined jf @W_MENU_CLNP_1 08D7: $W_ARS_PANEL_1 = panel $W_ARS active_row:W_ARS_21  // AK if8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_ARSPANEL_1 == 000E1:   player 0 pressed_key 16jf @W_ARS_32jump @W_ARS_AK // to create // AK47:W_ARS_32     // M4if 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_ARS_Panel == 100E1:   player 0 pressed_key 16jf @W_ARS_43jump @W_ARS_M4 // to create // M4:W_ARS_43if 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if  and0038: $W_ARS_Panel == 200E1:   player 0 pressed_key 16jf @W_MENU_2108DA: remove_panel $W_ARS03E6: remove_text_boxjump @W_MENU_21// Rifles// Rifles// Rifles:W_RFLS_10wait 100008DA: remove_panel $W_MENU 03E6: remove_text_box 08D4: $W_RFLS = create_panel_with_title 'W_MENU2' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 108DB:  set_panel $W_RFLS column 0 header 'PLA_19' data 'RFLS1' 'RFLS2' 'RFLS3' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 090E: set_panel $W_RFLS active_row 0:W_RFLS_200001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined jf @W_MENU_CLNP_1 08D7: $W_RFLS_PANEL_1 = panel $W_RFLS active_row:W_RFLS_21 // c*ntgunif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if  and0038: $W_RFLS_PANEL_1 == 000E1:   player 0 pressed_key 16jf  @W_RFLS_32jump @W_RFLS_c*nt  // to create // c*ntgun:W_RFLS_32   // Sniperif8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_RFLS_PANEL_1 == 100E1:   player 0 pressed_key 16jf @W_RFLS_43jump @W_RFLS_SNIPER   // to create // Sniper:W_RFLS_43if 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_RFLS_PANEL_1 == 200E1:   player 0 pressed_key 16jf @W_MENU_2108DA: remove_panel $W_RFLS03E6: remove_text_boxwait 1000jump @W_MENU_21//special weapons//special weapons//special weapons//special weapons :W_SWs_10wait 100008DA: remove_panel $W_MENU 03E6: remove_text_box 08D4: $W_SWs = create_panel_with_title 'W_MENU2' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 108DB:  set_panel $W_SWs column 0 header 'PLA_19' data 'SW1' 'SW2' 'SW3' 'SW4' 'SW5' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 090E: set_panel $W_SWs active_row 0:W_SWS_20wait 0if0256: player $PLAYER_CHAR definedjf @W_MENU_CLNP_108D7: $W_SWs_PANEL1 = panel $W_SWs active_row:W_SWs_21 // Rocketlauncher if 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_SWs_PANEL1 == 000E1:   player 0 pressed_key 16jf @W_SWs_32 jump @W_SWs_Rocket// to creat // Rocketlauncher:W_SWs_32 //Heatseekif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1        if  and0038: $W_SWs_PANEL1 == 100E1:   player 0 pressed_key 16jf @W_SWs_43jump @W_SWs_HEAT // to creat // Heatseek:W_SWs_43  //Flamethrowerif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_SWs_PANEL1 == 200E1:   player 0 pressed_key 16jf @W_SWs_54jump @W_SWs_FLAME // to creat // Flamethrower:W_SWs_54  // Minigunif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and 0038: $W_SWs_PANEL1 == 300E1:   player 0 pressed_key 16jf @W_SWs_65jump @W_SWs_MINI // to creat // Minigun:W_SWs_65 // backif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_SWs_PANEL1 == 400E1:   player 0 pressed_key 16jf @W_MENU_2108DA: remove_panel $W_SWs03E6: remove_text_boxjump @W_MENU_21// explosives // explosives // explosives // explosives                                                              // starts with ' explosives' 10:W_EX_10wait 100008DA: remove_panel $W_MENU 03E6: remove_text_box 08D4: $W_EXs = create_panel_with_title 'W_MENU2' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 108DB:  set_panel $W_EXs column 0 header 'PLA_19' data 'EX1' 'EX2' 'EX3' 'EX4' 'EX5' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 090E: set_panel $W_EXs active_row 0                                                             :W_EXS_20wait 0if0256: player $PLAYER_CHAR definedjf @W_MENU_CLNP_108D7: $W_EXs_PANEL1 = panel $W_EXs active_row:W_EXS_21      // Grenade if 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_EXs_PANEL1 == 000E1:   player 0 pressed_key 16jf @W_EXS_32jump @W_EXS_GREN // to create // grenade:W_EXS_32     // Molotov coctailif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_EXs_PANEL1 == 100E1:   player 0 pressed_key 16jf @W_EXS_43jump @W_EXS_MOLO  // to create // Molotov coctail:W_EXS_43   // Teargasif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_EXs_PANEL1 == 200E1:   player 0 pressed_key 16jf @W_EXS_54jump @W_EXS_TEAR      // to create // Teargas:W_EXS_54   // Satchelsif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_EXs_PANEL1 == 300E1:   player 0 pressed_key 16jf @W_EXS_65jump @W_EXS_SATCH // to crate // Satchels:W_EXS_65 // back if 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_EXs_PANEL1 == 400E1:   player 0 pressed_key 16jf @W_MENU_2108DA: remove_panel $W_EXs03E6: remove_text_boxwait 50jump @W_MENU_21// special equipment // special equipment// special equipment:W_SE_10wait 100008DA: remove_panel $W_MENU 03E6: remove_text_box 08D4: $W_SE = create_panel_with_title 'W_MENU2' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 108DB:  set_panel $W_SE column 0 header 'PLA_19' data 'SE1' 'SE2' 'SE3' 'SE4' 'SE5' 'SE6' 'SE7' 'SE8' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 090E: set_panel $W_SE active_row 0 :W_SE_20wait 0if0256: player $PLAYER_CHAR definedjf @W_MENU_CLNP_108D7: $W_SE_PANEL1 = panel $W_SE active_row:W_SE_21       // Spraycanif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_SE_PANEL1 == 000E1:   player 0 pressed_key 16jf @W_SE_32jump @W_SE_SPRAY // to create // Spraycan:W_SE_32    // Extinguisherif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_SE_PANEL1 == 100E1:   player 0 pressed_key 16jf @W_SE_43jump @W_SE_EXTING    // to create // Extinguisher:W_SE_43    // Cameraif 8AB0: NOT key_pressed 13 jf @W_MENU_CLNP_1if and0038: $W_SE_PANEL1 == 200E1:   player 0 pressed_key 16jf @W_SE_54jump @W_SE_CAM    // to create // Camera:W_SE_54 // NigtVisionGoggles if 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_SE_PANEL1 == 300E1:   player 0 pressed_key 16jf @W_SE_65jump @W_SE_NIGHT // to create // Nightvision:W_SE_65   // InfraRedGogglesif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_SE_PANEL1 == 400E1:   player 0 pressed_key 16jf @W_SE_76jump @W_SE_INFRA // to create // Infrared:W_SE_76   //Parachuteif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_SE_PANEL1 == 500E1:   player 0 pressed_key 16jf @W_SE_87jump @W_SE_PARA // to create // Parachute:W_SE_87   // Armourif 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_SE_PANEL1 == 600E1:   player 0 pressed_key 16jf @W_SE_98jump @W_SE_ARMOUR // to create // Armour :W_SE_98if 8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1if and0038: $W_SE_PANEL1 == 700E1:   player 0 pressed_key 16jf @W_MENU_2108DA: remove_panel $W_SE03E6: remove_text_boxwait 50jump @W_MENU_21//end_sub_menu_area//end_sub_menu_area//end_sub_menu_area//end_sub_menu_area//end_sub_menu_area//end_sub_menu_area//end_sub_menu_area//end_sub_menu_area////end_sub_menu_area//end_sub_menu_area//end_sub_menu_area//end_sub_menu_area//end_sub_menu_area//end_sub_menu_area//end_sub_menu_area//end_sub_menu_area////creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area////creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//:W_MELEE_Knuckleif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 1 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #BRASSKNUCKLE jump @W_MENU_21:W_MELEE_GOLFif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 2 ammo 99999 // Load the weapon model before using thiswait 10000249: release_model #GOLFCLUB jump @W_MENU_21:W_MELEE_NITE if 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 3 ammo 99999 // Load the weapon model before using thiswait 10000249: release_model #NITESTICK jump @W_MENU_21:W_MELEE_KNIFEif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 4 ammo 99999 // Load the weapon model before using thiswait 10000249: release_model #KNIFECUR jump @W_MENU_21:W_MELEE_BATif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 5 ammo 99999 // Load the weapon model before using thiswait 10000249: release_model #BAT jump @W_MENU_21:W_MELEE_SHOVELif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 6 ammo 99999 // Load the weapon model before using thiswait 10000249: release_model #SHOVEL jump @W_MENU_21:W_MELEE_POOLif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 7 ammo 99999 // Load the weapon model before using thiswait 10000249: release_model #POOLCUE jump @W_MENU_21:W_MELEE_KATANAif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 8 ammo 99999 // Load the weapon model before using thiswait 10000249: release_model #KATANA jump @W_MENU_21:W_MELEE_CHAINif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 9 ammo 99999 // Load the weapon model before using thiswait 10000249: release_model #CHNSAW jump @W_MENU_21//----end_melee----//----end_melee----//----end_melee----//----end_melee----//----end_melee----//----end_melee----//----end_melee----//----end_melee----//:W_H_GUNS_COLTif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 22 ammo 99999 // Load the weapon model before using thiswait 10000249: release_model #COLT45 jump @W_MENU_21:W_H_GUNS_SILENCEDif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 23 ammo 99999 // Load the weapon model before using thiswait 10000249: release_model #SILENCED jump @W_MENU_21:W_H_GUNS_DESERTif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 24 ammo 99999 // Load the weapon model before using thiswait 10000249: release_model #DESERT_EAGLE jump @W_MENU_21//----end_H_GUNS----//----end_H_GUNS----//----end_H_GUNS----//----end_H_GUNS----//----end_H_GUNS----//----end_H_GUNS----//----end_H_GUNS----//----end_H_GUNS----//:W_S_GUNS_CHROMEif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 25 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #CHROMEGUNjump @W_MENU_21:W_S_GUNS_SAWNif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 26 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #SAWNOFFjump @W_MENU_21:W_S_GUNS_SHOTif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 27 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #SHOTGSPAjump @W_MENU_21//----end_of_S_GUNS----//----end_of_S_GUNS----//----end_of_S_GUNS----//----end_of_S_GUNS----//----end_of_S_GUNS----//----end_of_S_GUNS----//----end_of_S_GUNS----//:W_SMGS_MICROif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #MICRO_UZIjump @W_MENU_21 :W_SMGS_TECif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 32 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #TEC9jump @W_MENU_21 :W_SMGS_MP5if 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 29 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #MP5LNGjump @W_MENU_21 :W_ARS_AKif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 30 ammo 99999 // Load the weapon model before using thiswait 10000249: release_model #AK47 jump @W_MENU_21 :W_ARS_M4if 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 31 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #M4jump @W_MENU_21:W_RFLS_c*ntif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 33 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #c*ntGUNjump @W_MENU_21:W_RFLS_SNIPERif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 34 ammo 99999 // Load the weapon model before using thiswait 10000249: release_model #SNIPER jump @W_MENU_21:W_SWs_Rocketif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 35 ammo 99999 // Load the weapon model before using thiswait 10000249: release_model #ROCKETLA jump @W_MENU_21:W_SWs_HEATif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 36 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #HEATSEEKjump @W_MENU_21:W_SWs_FLAMEif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 37 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #FLAMEjump @W_MENU_21:W_SWs_MINIif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 38 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #MINIGUNjump @W_MENU_21:W_EXS_GRENif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 16 ammo 99999 // Load the weapon model before using thiswait 10000249: release_model #GRENADE jump @W_MENU_21:W_EXS_MOLOif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 18 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #MOLOTOVjump @W_MENU_21:W_EXS_TEARif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 17 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #TEARGASjump @W_MENU_21 :W_EXS_SATCHif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 13 ammo 1 // Load the weapon model before using this 01B2: give_actor $PLAYER_ACTOR weapon 9 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #SATCHEL0249: release_model #BOMBjump @W_MENU_21 :W_SE_SPRAYif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 41 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #SPRAYCANjump @W_MENU_21 :W_SE_EXTING if 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 42 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #FIRE_EXjump @W_MENU_21 :W_SE_CAMif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 43 ammo 99999 // Load the weapon model before using thiswait 10000249: release_model #CAMERA jump @W_MENU_21 :W_SE_NIGHTif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 44 ammo 99999 // Load the weapon model before using thiswait 10000249: release_model #NVGOGGLES jump @W_MENU_21:W_SE_INFRAif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 45 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #IRGOGGLESjump @W_MENU_21 :W_SE_PARAif 0256:   player $PLAYER_CHAR defined jf @W_MENU_2101B2: give_actor $PLAYER_ACTOR weapon 46 ammo 99999 // Load the weapon model before using this wait 10000249: release_model #GUN_PARAjump @W_MENU_21 :W_SE_ARMOURwait 100if 0256: player $PLAYER_CHAR definedjf @W_MENU_210213: [email protected] = create_pickup #ARMOUR type 3 at [email protected] [email protected] [email protected] wait 100249: release_model #ARMOUR                                    //creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area////creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//creation-area//:W_MENU_CLNP_108DA: remove_panel $W_MENU0826: enable_hud 103BF: set_player $PLAYER_CHAR ignored_by_everyone 0 01B4: set_player $PLAYER_CHAR can_move 1 03F0: enable_text_draw 0wait 100jump @W_MENU_10 

 

Share this post


Link to post
Share on other sites
ZAZ
improved it a bit

 

 

please post the fxt

Share this post


Link to post
Share on other sites
TheSiggi

# Created with FXT-Editor 0.1 by WordsBG

# Seemann rocks for creating Sanny Builder and CLEO

 

W_MENU1 Weapon select

W_MENU2 Melee

W_MENU3 Handguns

W_MENU4 Shotguns

W_MENU5 SMGs

W_MENU6 Assualt rifles

W_MENU7 Rifles

W_MENU8 Special weapons

W_MENU9 Explosives

W_MENU10 Special equipment

W_MENU11 W_MENU11 Quit

MELEE1 Brassknuckle

MELEE2 Golfclub

MELEE3 Nitestick

MELEE4 Knife

MELEE5 Bat

MELEE6 Shovel

MELEE7 Poolcue

MELEE8 Katana

MELEE9 Chainsaw

MELEE10 back

H_GUNS1 9mm

H_GUNS2 Silenced

H_GUNS3 Desert Eagle

H_GUNS4 back

S_GUNS1 Shotgun

S_GUNS2 Sawnoff

S_GUNS3 Combat Shotgun

S_GUNS4 back

SMG1 Micro Uzi

SMG2 Tec 9

SMG3 MP 5

SMG4 back

AR1 AK 47

AR2 M4

AR3 back

RFLS1 c*ntgun

 

RFLS2 Sniperrifle

RFLS3 back

SW1 Rocketlauncher

SW2 Heatseek

SW3 Flamethrower

SW4 Minigun

SW5 back

EX1 Grenade

 

EX2 Molotov

EX3 Teargas

EX4 back

 

SE1 Spraycan

SE2 Extinguisher

SE3 Camera

SE4 NVGoggles

 

SE5 IRGoggles

SE6 Parachute

SE7 Armour

SE8 back

 

Now used fxt builder

Edited by The_Siggi

Share this post


Link to post
Share on other sites
ZAZ

 

# Created with FXT-Editor 0.1 by WordsBG

#  Seemann rocks for creating Sanny Builder and CLEO

Now used fxt builder

the fxt is a simple txt file, with extension fxt can cleo read it.

 

I switched on the menue and couldn't switch through all entries.

The last two was blind because your fxt entries are to long

 

W_MENU10 Special equipmentW_MENU11 Quit

 

max 7 charackter are allowed, W_MENU10 and W_MENU11 have 8

 

I changed it into 'W_MENX1' 'W_MENX2'

 

W_MENX1 Special equipmentW_MENX2 Quit

 

 

and reduced the script of the loop after the main menu to the nessesary code.

 

0512: show_permanent_text_box 'WARDH3'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an item.~N~~k~~PED_SPRINT~ View~N~~k~~VEHICLE_ENTER_EXIT~ Back08D4: $W_MENU = create_panel_with_title 'W_MENU1' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 108DB:  set_panel $W_MENU column 0 header 'PLA_19' data 'W_MENU2' 'W_MENU3' 'W_MENU4'  'W_MENU5' 'W_MENU6' 'W_MENU7' 'W_MENU8' 'W_MENU9' 'W_MENX1' 'W_MENX2' 'DUMMY' 'DUMMY'090E: set_panel $W_MENU active_row 0//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//:W_MENU_21  //main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//main_menu//wait 10if0256:   player $PLAYER_CHAR definedjf @W_MENU_CLNP_1:W_MENU_22 // melee// melee// melee// melee// melee// melee// melee// melee// melee00D6: if8AB0: NOT key_pressed 13jf @W_MENU_CLNP_1                             // building siteif00E1:   player 0 pressed_key 16jf @W_MENU_2108D7: $W_PANEL1 = panel $W_MENU active_rowif0038:   $W_PANEL1 == 0jf @W_MENU_32jump @W_MELEE_10    // initalised-------------------------------------------------------------------------------done !:W_MENU_32   // handguns// handguns// handguns// handguns// handguns// handgunsif0038:   $W_PANEL1 == 1jf @W_MENU_43jump @W_H_GUNS_10    // to create // handguns:W_MENU_43     //shotguns//shotguns//shotguns//shotguns//shotgunsif0038:   $W_PANEL1 == 2jf @W_MENU_54jump @W_S_GUNS_10 //  to create //shotguns:W_MENU_54    // SMGs// SMGs// SMGs// SMGs// SMGs// SMGs// SMGsif0038:   $W_PANEL1 == 3jf @W_MENU_65jump @W_SMGS_10     // to create // SMGs:W_MENU_65if0038: $W_PANEL1 == 4jf @W_MENU_76jump @W_ARS_10  // to create // ARs:W_MENU_76  // Rifles// Rifles// Rifles// Rifles// Rifles// Rifles// Rifles// Riflesif0038: $W_PANEL1 == 5jf @W_MENU_87jump @W_RFLS_10   // to create // Rifles:W_MENU_87    //special weapons//special weapons//special weapons//special weaponsif0038: $W_PANEL1 == 6jf @W_MENU_98jump @W_SWs_10   // to create // special weapons:W_MENU_98  // explosives // explosives // explosives // explosivesif0038: $W_PANEL1 == 7jf  @W_MENU_100jump @W_EX_10   // to create // explosives:W_MENU_100    // special equipment // special equipment// special equipmentif0038: $W_PANEL1 == 8jf @W_MENU_240jump @W_SE_10  // to create   // special equipment:W_MENU_240if0038: $W_PANEL1 == 9jf @W_MENU_21jump @W_MENU_CLNP_1

 

Share this post


Link to post
Share on other sites
TheSiggi

Thanks ZAZ,

 

it shows the menu now and its possible to use it bur I have to fix some wired bugs biggrin.gif

 

if you want to use the 'back' button you will be sent to the previous weapon category...and some headlines are wrong but gona fix that later....

 

 

greets

Share this post


Link to post
Share on other sites
ZAZ

 

Thanks ZAZ,

 

it shows the menu now and its possible to use it bur I have to fix some wired bugs biggrin.gif

 

if you want to use the 'back' button you will be sent to the previous weapon category...and some headlines are wrong but gona fix  that later....

 

 

greets

As I said: do it step by step. Get first only one menue working correct. Then add the next and get the two menus working correct then the next and so on.

In addition, dont load the weapon models at gamestart. load it when the models are needed.

If the script confirm to add a weapon to player then set first a gosub to the model load

(note: #c*ntGUN will be censored)

 

if0038: $W_MELEE_PANEL1 == 5jf @[email protected] = 4jump @W_MENU_addweapon1:nextif0038: $W_MELEE_PANEL1 == 6jf @[email protected] = 24jump @W_MENU_addweapon2:W_MENU_addweapon10050: gosub @W_MENU_CHECK_00 01B2: give_actor $PLAYER_ACTOR weapon [email protected] ammo 1 // Load the weapon model before using thiswait 00050: gosub @W_MENU_RELEASEjump @W_MENU_10:W_MENU_addweapon20050: gosub @W_MENU_CHECK_00 01B2: give_actor $PLAYER_ACTOR weapon [email protected] ammo 99999 // Load the weapon model before using thiswait 00050: gosub @W_MENU_RELEASEjump @W_MENU_10:W_MENU_CHECK_000247: load_model #BRASSKNUCKLE0247: load_model #GOLFCLUB0247: load_model #NITESTICK0247: load_model #KNIFECUR0247: load_model #BAT0247: load_model #SHOVEL0247: load_model #POOLCUE0247: load_model #KATANA0247: load_model #CHNSAW//handguns0247: load_model #COLT450247: load_model #SILENCED0247: load_model #DESERT_EAGLE//shotguns0247: load_model #CHROMEGUN0247: load_model #SAWNOFF0247: load_model #SHOTGSPA//SMGs0247: load_model #MICRO_UZI0247: load_model #TEC90247: load_model #MP5LNG//Assualt Rifles0247: load_model #AK470247: load_model #M4//Rifles0247: load_model #c*ntGUN0247: load_model #SNIPER//special weapons0247: load_model #ROCKETLA0247: load_model #HEATSEEK0247: load_model #FLAME0247: load_model #MINIGUN//projectiles0247: load_model #GRENADE0247: load_model #MOLOTOV0247: load_model #TEARGAS0247: load_model #SATCHEL0247: load_model #BOMB//special equipment0247: load_model #SPRAYCAN0247: load_model #FIRE_EX0247: load_model #CAMERA0247: load_model #NVGOGGLES0247: load_model #IRGOGGLES0247: load_model #GUN_PARA0247: load_model #ARMOUR:W_MENU_CHECK_01wait 0if and0248:   model #BRASSKNUCKLE available0248:   model #GOLFCLUB available0248:   model #NITESTICK available0248:   model #KNIFECUR available0248:   model #BAT available0248:   model #SHOVEL available0248:   model #KATANA availablejf @W_MENU_CHECK_01jump @W_MENU_CHECK_02:W_MENU_CHECK_02wait 0if and0248:   model #CHNSAW available0248:   model #COLT45 available0248:   model #SILENCED available0248:   model #DESERT_EAGLE available0248:   model #CHROMEGUN available0248:   model #SAWNOFF available0248:   model #SHOTGSPA availablejf @W_MENU_CHECK_02jump @W_MENU_CHECK_03:W_MENU_CHECK_03wait 0if and0248:   model #MICRO_UZI available0248:   model #TEC9 available0248:   model #MP5LNG available0248:   model #AK47 available0248:   model #M4 available0248:   model #c*ntGUN available0248:   model #SNIPER availablejf @W_MENU_CHECK_03jump @W_MENU_CHECK_04:W_MENU_CHECK_04wait 0if and0248:   model #ROCKETLA available0248:   model #HEATSEEK available0248:   model #FLAME available0248:   model #MINIGUN available0248:   model #GRENADE available0248:   model #TEARGAS available0248:   model #MOLOTOV availablejf @W_MENU_CHECK_04jump @W_MENU_CHECK_05:W_MENU_CHECK_05wait 0if and0248:   model #SATCHEL available0248:   model #BOMB available0248:   model #SPRAYCAN available0248:   model #CAMERA available0248:   model #NVGOGGLES available0248:   model #IRGOGGLES available0248:   model #GUN_PARA availablejf @W_MENU_CHECK_05jump @W_MENU_CHECK_06:W_MENU_CHECK_06wait 0if  and0248: model #FIRE_EX avialable0248:   model #ARMOUR availablejf @W_MENU_CHECK_06jump @W_MENU_CHECK_end:W_MENU_RELEASE0249: release_model #BRASSKNUCKLE0249: release_model #GOLFCLUB0249: release_model #NITESTICK0249: release_model #KNIFECUR0249: release_model #BAT0249: release_model #SHOVEL0249: release_model #POOLCUE0249: release_model #KATANA0249: release_model #CHNSAW//handguns0249: release_model #COLT450249: release_model #SILENCED0249: release_model #DESERT_EAGLE//shotguns0249: release_model #CHROMEGUN0249: release_model #SAWNOFF0249: release_model #SHOTGSPA//SMGs0249: release_model #MICRO_UZI0249: release_model #TEC90249: release_model #MP5LNG//Assualt Rifles0249: release_model #AK470249: release_model #M4//Rifles0249: release_model #c*ntGUN0249: release_model #SNIPER//special weapons0249: release_model #ROCKETLA0249: release_model #HEATSEEK0249: release_model #FLAME0249: release_model #MINIGUN//projectiles0249: release_model #GRENADE0249: release_model #MOLOTOV0249: release_model #TEARGAS0249: release_model #SATCHEL0249: release_model #BOMB//special equipment0249: release_model #SPRAYCAN0249: release_model #FIRE_EX0249: release_model #CAMERA0249: release_model #NVGOGGLES0249: release_model #IRGOGGLES0249: release_model #GUN_PARA0249: release_model #ARMOURjump @W_MENU_CHECK_end:W_MENU_CHECK_end0051: return

 

Edited by ZAZ

Share this post


Link to post
Share on other sites
TheSiggi

Hi, I picked up this topic again because there is something I'm not quite used to:

 

it's about a load_model by using a gosub

 

 

:1245if 0038:   $MENU_ROW == 4jf @125408DA: remove_panel $MENU_PANELgosub @214501B2: give_actor $PLAYER_ACTOR weapon X1 ammo 1000249: release_model X1jump @1225[... ]:21450247: load_model X1:2146wait 0if 0248: model X1 avialable jf @2146jump 2147:2147return

 

 

This is just an example I wrote (this script does not exist)

 

but:

 

this should work, right?

 

greets

 

Share this post


Link to post
Share on other sites
ZAZ

die Frage kenne ich doch, aber da hast du wegen dem wait gefragt

 

if X1 is model ID may not be the same in opcode 01B2:

if you load a lot of models in the subscript you should also release the lot of models after opcode 01B2:

Share this post


Link to post
Share on other sites
TheSiggi

 

die Frage kenne ich doch, aber da hast du wegen dem wait gefragt

 

if X1 is model ID may not be the same in opcode 01B2:

if you load a lot of models in the subscript you should also release the lot of models after opcode 01B2:

@ZAZ:Ich weiß, aber gosubs sind mir noch nicht so ganz geheuer^^

(I'm not that secure with using gosubs)

 

 

No, X1 is just a placeholder.....but this is the same context >a weapon select menu

 

So I just have to release one weapon in each gosub

 

EDIT://

 

An example would be:

 

 

:1245if0038:   $MENU_ROW == 4jf @125408DA: remove_panel $MENU_PANELgosub @214501B2: give_actor $PLAYER_ACTOR weapon 31(or something like that) ammo 1000249: release_model 'M4jump @1225[... ]:21450247: load_model #M4:2146wait 0if0248: model 'M4 avialablejf @2146jump 2147:2147return

 

 

 

 

 

Edited by The_Siggi

Share this post


Link to post
Share on other sites
ZAZ

 

die Frage kenne ich doch, aber da hast du wegen dem wait gefragt

 

if X1 is model ID may not be the same in opcode 01B2:

if you load a lot of models in the subscript you should also release the lot of models after opcode 01B2:

@ZAZ:Ich weiß, aber gosubs sind mir noch nicht so ganz geheuer^^

(I'm not that secure with using gosubs)

 

 

No, X1 is just a placeholder.....but this is the same context >a weapon select menu

 

So I just have to release one weapon in each gosub

 

 

 

it's ok if you use #M4 and load only one model

 

with X1 you must first submit the value of the modelID to the variable

 

 

:1245if0038:   $MENU_ROW == 4jf @125408DA: remove_panel $MENU_PANELX1 = 351gosub @214501B2: give_actor $PLAYER_ACTOR weapon 27 ammo 1000249: release_model X1jump @1225[... ]:21450247: load_model X1:2146wait 0if0248: model X1 avialablejf @2146jump 2147:2147return

 

Share this post


Link to post
Share on other sites
TheSiggi

yeah I made my complete load model part like this.....and I'm able to make menus wwhich work...but not with any sub-menus facedesk.giffacedesk.gif

Share this post


Link to post
Share on other sites
ZAZ
yeah I made my complete load model part like this.....and I'm able to make menus wwhich work...but not with any sub-menus facedesk.giffacedesk.gif

I saw now a little mistake

 

:2146wait 0if0248: model 'M4 avialablejf @2146jump 2147<<[email protected] is missing:2147return

 

Share this post


Link to post
Share on other sites
TheSiggi

doesn't matter because I made the whole script before you posted your example and Sannybuilder would have mentioned that there was something wrong.....but anyway:

 

I got some problems with jumping from one menu (main menu of my mod) into an other (2nd menu)

 

I made some smaler scripts with only one menu panel and it worked ( I made them like you told me (> weathermenu)

 

but:

 

1st)

 

I got a question as to ZAZs well known Wethermenumod

 

 

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'WHELP' :WHELP_110001: wait 20 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @WHELP_11 00D6: if 03EE:   player $PLAYER_CHAR controllable 004D: jump_if_false @WHELP_11 00D6: if and80DF:   not actor $PLAYER_ACTOR driving 0AB0:   key_pressed 49 004D: jump_if_false @WHELP_11 00D6: if 0038:   $ONMISSION == 0 004D: jump_if_false @WHELP_11 00D6: if 0038:   $ACTIVE_INTERIOR == 0 004D: jump_if_false @WHELP_11 0001: wait 1000 ms 0050: gosub @WHELP_819 ////////////////////////////////////0343: set_text_draw_linewidth 680.0 033E: set_draw_text_position 36.0 20.0 GXT 'TATTA'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 0826: enable_hud 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 08D4: $WETTER5 = create_panel_with_title 'CHEAT7' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0  // Weather cheat08DB: set_panel $WETTER5 column 0 header 'PLA_19' data 'DEBW1' 'DEBW4' 'DEBW5' 'DEBW8' 'DEBW9' 'DEBW10' 'DEBW12' 'DEBW14' 'DEBW16' 'DEBW17' 'DEBW18' 'WEATH0'  // SELECT // SUNNY LA // CLOUDY LA // SUNNY SF // RAINY SF // FOGGY SF // SUNNY VEGAS // CLOUDY VEGAS // SUNNY COUNTRYSIDE // RAINY COUNTRYSIDE // EXTRA SUNNY DESERT // SANDSTORN DESERT // WEATHER NORMAL090E: set_panel $WETTER5 active_row 0 :WHELP_3360001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @WHELP_760 00D6: if 00E1:   player 0 pressed_key 15 004D: jump_if_false @WHELP_380 0002: jump @WHELP_760 :WHELP_38000D6: if 00E1:   player 0 pressed_key 16 004D: jump_if_false @WHELP_336 03E6: remove_text_box 08D7: $WGO5 = panel $WETTER5 active_row 0008: $WGO5 += 1 00D6: if 0038:   $WGO5 == 1 004D: jump_if_false @WHELP_443 01B6: set_weather 1 0002: jump @WHELP_336 :WHELP_44300D6: if 0038:   $WGO5 == 2 004D: jump_if_false @WHELP_472 01B6: set_weather 4 0002: jump @WHELP_336 :WHELP_47200D6: if 0038:   $WGO5 == 3 004D: jump_if_false @WHELP_501 01B6: set_weather 5 0002: jump @WHELP_336 :WHELP_50100D6: if 0038:   $WGO5 == 4 004D: jump_if_false @WHELP_530 01B6: set_weather 8 0002: jump @WHELP_336 :WHELP_53000D6: if 0038:   $WGO5 == 5 004D: jump_if_false @WHELP_559 01B6: set_weather 9 0002: jump @WHELP_336 :WHELP_55900D6: if 0038:   $WGO5 == 6 004D: jump_if_false @WHELP_588 01B6: set_weather 10 0002: jump @WHELP_336 :WHELP_58800D6: if 0038:   $WGO5 == 7 004D: jump_if_false @WHELP_617 01B6: set_weather 12 0002: jump @WHELP_336 :WHELP_61700D6: if 0038:   $WGO5 == 8 004D: jump_if_false @WHELP_646 01B6: set_weather 14 0002: jump @WHELP_336 :WHELP_64600D6: if 0038:   $WGO5 == 9 004D: jump_if_false @WHELP_675 01B6: set_weather 16 0002: jump @WHELP_336 :WHELP_67500D6: if 0038:   $WGO5 == 10 004D: jump_if_false @WHELP_704 01B6: set_weather 17 0002: jump @WHELP_336 :WHELP_70400D6: if 0038:   $WGO5 == 11 004D: jump_if_false @WHELP_733 01B6: set_weather 19 0002: jump @WHELP_336 :WHELP_73300D6: if 0038:   $WGO5 == 12 004D: jump_if_false @WHELP_336 01B7: release_weather 0002: jump @WHELP_760 :WHELP_76008DA: remove_panel $WETTER5 0826: enable_hud 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 01B4: set_player $PLAYER_CHAR can_move 1 03F0: enable_text_draw 0 0002: jump @WHELP_11 08DA: remove_panel $WETTER5 01B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 03F0: enable_text_draw 0 [b][color=yellow]0051: return [/color][/b] :WHELP_819 //////////////////////////////////////////////////////////////0340: set_text_draw_RGBA 180 180 180 255 033F: set_text_draw_letter_size 0.5 2.5 03E4: enable_text_draw_align_right 0 0341: unknown_text_draw_flag 0 0342: enable_text_draw_centered 0 0343: set_text_draw_linewidth 200.0 0348: enable_text_draw_proportional 1 0345: enable_text_draw_background 0 0051: return // ///////////////////////////////////////////////////////////              ?

 

 

 

 

I don't realy understand this part:

 

 

 

 

0050: gosub @WHELP_819 // I marked it in the code 

 

 

 

why ther is an other

 

return

?

 

and 2nd:

 

 

Waht might be wrong with this part?

 

 

//-------------MAIN---------------03A4: name_thread 'WPMENU' :WPMENU_100001: wait 20 ms 00D6: if and0256:   player $PLAYER_CHAR defined 03EE:   player $PLAYER_CHAR controllable 80DF:   not actor $PLAYER_ACTOR driving 004D: jump_if_false @WPMENU_100A8D: [email protected] = read_memory 9867536 size 4 virtual_protect 0 if and04A4:   [email protected] == 0x41524D53 //checks if [email protected] = ARMSjf @WPMENU_1001B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 0826: enable_hud 0 jump @WPMENU_21//----------------------------------------------------------------------------------- whats wrong here?:WPMENU_21wait 00512: show_permanent_text_box 'WARDH3'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an item.~N~~k~~PED_SPRINT~ View~N~~k~~VEHICLE_ENTER_EXIT~ Back08D4: $WMENU_PANEL = create_panel_with_title 'WMENU1' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1   // Weapon select08DB:  set_panel $WMENU_PANEL column 0 header 'PLA_19' data 'WMENU2' 'WMENU3' 'WMENU4' 'WMENU5' 'WMENU6' 'WMENU7' 'WMENU8' 'WMENU9' 'WMENU10' 'WMENU11' 'DUMMY' 'DUMMY'        // Melee // Handguns // Shotguns // SMGs //  Assualt Rifles //  Rifles // Explosives // Special Equipment 090E: set_panel $WMENU_PANEL active_row 0jump @WPMENU_22//---------------------------------------------------------------------------------------:WPMENU_220001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @WPMENU_CLEANUP_1 00D6: if 00E1:   player 0 pressed_key 15 jf @WPMENU_32jump @WPMENU_CLEANUP_1:WPMENU_3200D6: if 00E1:   player 0 pressed_key 16 004D: jump_if_false @WPMENU_22 03E6: remove_text_box 08D7: $WMENU_ROW = panel $WMENU_PANEL active_row 0008: $WMENU_ROW += 1 00D6: if 0038:   $WMENU_ROW == 1 jf @WPMENU_43 jump @WPMENU_MELEE:WPMENU_43if0038:   $WMENU_ROW == 2jf @WPMENU_54 08DA: remove_panel $WMENU_PANEL jump @WPMENU_HGUNS:WPMENU_54if0038: $WMENU_ROW == 3jf @WPMENU_6508DA: remove_panel $WMENU_PANEL jump @WPMENU_SGUNS:WPMENU_65if0038: $WMENU_ROW == 4jf @WPMENU_7608DA: remove_panel $WMENU_PANEL jump @WPMENU_SMGS:WPMENU_76if0038: $WMENU_ROW == 5jf @WPMENU_8708DA: remove_panel $WMENU_PANEL jump @WPMENU_ARS:WPMENU_87if0038: $WMENU_ROW == 6jf @WPMENU_9808DA: remove_panel $WMENU_PANEL jump @WPMENU_RIFLES:WPMENU_98if0038: $WMENU_ROW == 7jf @WPMENU_11008DA: remove_panel $WMENU_PANEL jump @WPMENU_SPECIAL_WEAPONS:WPMENU_110if0038: $WMENU_ROW == 8jf @WPMENU_12008DA: remove_panel $WMENU_PANEL jump @WPMENU_EXPLOSIVES:WPMENU_120if0038: $WMENU_ROW == 9jf @WPMENU_12308DA: remove_panel $WMENU_PANEL jump @WPMENU_SPECIAL_EQUIPMENT:WPMENU_123if0038: $WMENU_ROW == 10jf @WPMENU_13408DA: remove_panel $WMENU_PANEL jump @WPMENU_CLEANUP_1:WPMENU_134if0038: $WMENU_ROW == 11jf @WPMENU_2208DA: remove_panel $WMENU_PANEL jump @WPMENU_CLEANUP_1//------------------------------------------and here:WPMENU_MELEE08D4: $WPMENU_MELEE_PANEL = create_panel_with_title 'WMENU1' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1   // Weapon select08DB:  set_panel $WPMENU_MELEE_PANEL column 0 header 'PLA_19' data 'MELEE1' 'MELEE2' 'MELEE3' 'MELEE4' 'MELEE5' 'MELEE6' 'MELEE7' 'MELEE8' 'MELEE9' 'MELEE10' 'DUMMY' 'DUMMY'        // Brassknuckle // Golfclub // Nitestick // Knife //  Bat //  Shovel // Poolcue // Katana // Chainsaw // back // 090E: set_panel $WPMENU_MELEE_PANEL active_row 0//----------------------------------------------------------------------------:WPMENU_MELEE_100001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @WPMENU_CLEANUP_2 00D6: if 00E1:   player 0 pressed_key 15 jf @WPMENU_MELEE_21jump @WPMENU_CLEANUP_2 :WPMENU_MELEE_21if 00E1:   player 0 pressed_key 16 jf @WPMENU_MELEE_10 03E6: remove_text_box 08D7: $WPMENU_MELEE_ROW = panel $WPMENU_MELEE_PANEL active_row 0008: $WPMENU_MELEE_ROW += 1 if 0038:   $WPMENU_MELEE_ROW == 1 jf @WPMENU_MELEE_32gosub @WPMENU_MELEE_BRASSKNUCKLE01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 0249: release_model #BRASSKNUCKLE jump @WPMENU_MELEE_10

 

Edited by The_Siggi

Share this post


Link to post
Share on other sites
ZAZ

 

 

I don't realy understand this part:

 

 

0050: gosub @WHELP_819 // I marked it in the code 

 

 

 

 

0050: gosub @WHELP_819 are text_draw settings for 033E: set_draw_text_position 36.0 20.0 GXT 'TATTA'

remove it or use it

an alternative to text_box because textboxes can overlap the menue and have allways a fix position

 

0050: gosub @WHELP_819 ////////////////////////////////////0343: set_text_draw_linewidth 680.0033E: set_draw_text_position 36.0 20.0 GXT 'TATTA'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit:WHELP_819 //////////////////////////////////////////////////////////////0340: set_text_draw_RGBA 180 180 180 255033F: set_text_draw_letter_size 0.5 2.503E4: enable_text_draw_align_right 00341: unknown_text_draw_flag 00342: enable_text_draw_centered 00343: set_text_draw_linewidth 200.00348: enable_text_draw_proportional 10345: enable_text_draw_background 00051: return

 

 

 

why ther is an other

 

return

?

 

will not be read

 

:WHELP_76008DA: remove_panel $WETTER50826: enable_hud 103BF: set_player $PLAYER_CHAR ignored_by_everyone 001B4: set_player $PLAYER_CHAR can_move 103F0: enable_text_draw 00002: jump @WHELP_1<<---- this will be executed08DA: remove_panel $WETTER5<-- garbage, forgot to delete01B4: set_player $PLAYER_CHAR can_move 1<-- garbage03BF: set_player $PLAYER_CHAR ignored_by_everyone 0<-- garbage03F0: enable_text_draw 0<-- garbage0051: return <-- garbage from an earlier version

 

 

and 2nd:

Waht might be wrong with this part?

 

08DA: remove_panel $WMENU_PANEL is missing in the melee check

 

00D6: if0038:   $WMENU_ROW == 1jf @WPMENU_4308DA: remove_panel $WMENU_PANELjump @WPMENU_MELEE

 

 

and wait a moment before showing a new menue after remove_panel

 

:WPMENU_MELEEwait 500 ms08D4: $WPMENU_MELEE_PANEL = create_panel_with_title 'WMENU1' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1   // Weapon select

 

 

 

you can also overwrite the panel columne without remove panel, but then is the panel titel allways the same

 

{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'WHELP':WHELP_110001: wait 20 ms00D6: if0256:   player $PLAYER_CHAR defined004D: jump_if_false @WHELP_11if0AB0:   key_pressed 48004D: jump_if_false @WHELP_1108D4: [email protected] = create_panel_with_title 'CHEAT7' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0  // Weather cheat08DB: set_panel [email protected] column 0 header 'PLA_19' data 'DEBW1' 'DEBW4' 'DEBW5' 'DEBW8' 'DEBW9' 'DEBW10' 'DEBW12' 'DEBW14' 'DEBW16' 'DEBW17' 'DEBW18' 'WEATH0'090E: set_panel [email protected] active_row 00001: wait 2000 ms08DB: set_panel [email protected] column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'090E: set_panel [email protected] active_row 00001: wait 2000 ms08DB: set_panel [email protected] column 0 header 'WEAPON' data 'GUN1' 'GUN2' 'GUN3' 'GUN4' 'GUN5' 'GUN6' 'GUN7' 'GUN8' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'090E: set_panel [email protected] active_row 00001: wait 2000 ms08DB: set_panel [email protected] column 0 header 'DUMMY' data 'IE16' 'IE10' 'IE11' 'IE12' 'IE13' 'IE14' 'IE15' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'090E: set_panel [email protected] active_row 00001: wait 2000 ms08DA: remove_panel [email protected]: jump @WHELP_11

 

 

 

Edited by ZAZ

Share this post


Link to post
Share on other sites
TheSiggi

Okay...I'll rebuild this but 0 more question:

 

[you don't have to read this.......just the cleanup parts wink.gif )

 

 

:WPMENU_MELEE_100001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @WPMENU_CLEANUP_2 ////////////////////////////////////////////////////////00D6: if 00E1:   player 0 pressed_key 15 jf @WPMENU_MELEE_21jump @WPMENU_CLEANUP_2 //////////////////////////////////////////////////////:WPMENU_MELEE_21if 00E1:   player 0 pressed_key 16 jf @WPMENU_MELEE_10 03E6: remove_text_box 08D7: $WPMENU_MELEE_ROW = panel $WPMENU_MELEE_PANEL active_row 0008: $WPMENU_MELEE_ROW += 1 if 0038:   $WPMENU_MELEE_ROW == 1 jf @WPMENU_MELEE_32gosub @WPMENU_MELEE_BRASSKNUCKLE01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 0249: release_model #BRASSKNUCKLE jump @WPMENU_MELEE_10:WPMENU_MELEE_32if 0038:   $WPMENU_MELEE_ROW == 2jf @WPMENU_MELEE_43gosub @WPMENU_MELEE_GOLFCLUB01B2: give_actor $PLAYER_ACTOR weapon 2 ammo 1 // Load the weapon model before using this 0249: release_model #GOLFCLUB jump @WPMENU_MELEE_10:WPMENU_MELEE_43if 0038:   $WPMENU_MELEE_ROW == 3jf @WPMENU_MELEE_54gosub @WPMENU_MELEE_NITESTICK01B2: give_actor $PLAYER_ACTOR weapon 3 ammo 1 // Load the weapon model before using this 0249: release_model #NITESTICKjump @WPMENU_MELEE_10:WPMENU_MELEE_54if 0038:   $WPMENU_MELEE_ROW == 4jf @WPMENU_MELEE_65gosub @WPMENU_MELEE_KNIFE01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 0249: release_model #KNIFECURjump @WPMENU_MELEE_10:WPMENU_MELEE_65if 0038:   $WPMENU_MELEE_ROW == 5jf @WPMENU_MELEE_76gosub @WPMENU_MELEE_BAT01B2: give_actor $PLAYER_ACTOR weapon 5 ammo 1 // Load the weapon model before using this 0249: release_model #BATjump @WPMENU_MELEE_10:WPMENU_MELEE_76if 0038:   $WPMENU_MELEE_ROW == 6jf @WPMENU_MELEE_87gosub @WPMENU_MELEE_SHOVEL01B2: give_actor $PLAYER_ACTOR weapon 6 ammo 1 // Load the weapon model before using this 0249: release_model #SHOVELjump @WPMENU_MELEE_10:WPMENU_MELEE_87if 0038:   $WPMENU_MELEE_ROW == 7jf @WPMENU_MELEE_98gosub @WPMENU_MELEE_POOLCUE01B2: give_actor $PLAYER_ACTOR weapon 7 ammo 1 // Load the weapon model before using this 0249: release_model #POOLCUEjump @WPMENU_MELEE_10:WPMENU_MELEE_98if 0038:   $WPMENU_MELEE_ROW == 8jf @WPMENU_MELEE_120gosub @WPMENU_MELEE_KATANA01B2: give_actor $PLAYER_ACTOR weapon 8 ammo 1 // Load the weapon model before using this 0249: release_model #KATANAjump @WPMENU_10 :WPMENU_MELEE_120if 0038:   $WPMENU_MELEE_ROW == 9jf @WPMENU_MELEE_123gosub @WPMENU_MELEE_CHAINSAW01B2: give_actor $PLAYER_ACTOR weapon 9 ammo 1 // Load the weapon model before using this 0249: release_model #CHNSAW jump @WPMENU_10 :WPMENU_MELEE_123if 0038:   $WPMENU_MELEE_ROW == 10jf @WPMENU_MELEE_1008DA: remove_panel $WPMENU_MELEE_PANELjump @WPMENU_CLEANUP_2          /////////////////////////////////////////////////////////////////////

 

this is an example for a submenu

 

the gosub to load part look liekt this:

 

 

:WPMENU_MELEE_CHAINSAW0247: load_model #CHNSAWjump @WPMENU_MELEE_CHAINSAW_2:WPMENU_MELEE_CHAINSAW_2wait 00248: model #CHNSAW available jf @WPMENU_MELEE_CHAINSAW_2jump @WPMENU_MELEE_CHAINSAW_3:WPMENU_MELEE_CHAINSAW_3wait 0return

 

 

and I decided to devide the cleanup section into two parts:

 

 

:WPMENU_CLEANUP_108DA: remove_panel  $WMENU_PANELjump @WPMENU_CLEANUP_12:WPMENU_CLEANUP_208DA: $WPMENU_MELEE_PANELjump @WPMENU_CLEANUP_12   :WPMENU_CLEANUP_308DA: remove_panel $WPMENU_HGUNS_PANELjump @WPMENU_CLEANUP_12:WPMENU_CLEANUP_408DA: remove_panel $WPMENU_SGUNS_PANELjump @WPMENU_CLEANUP_12:WPMENU_CLEANUP_508DA: remove_panel $WPMENU_SMGS_PANELjump @WPMENU_CLEANUP_12:WPMENU_CLEANUP_608DA: remove_panel $WPMENU_ARS_PANELjump @WPMENU_CLEANUP_12:WPMENU_CLEANUP_708DA: remove_panel $WPMENU_RIFLES_PANELjump @WPMENU_CLEANUP_12:WPMENU_CLEANUP_808DA: remove_panel $WPMENU_SPECIAL_WEAPONS_PANELjump @WPMENU_CLEANUP_12:WPMENU_CLEANUP_908DA: remove_panel $WPMENU_EXPLOSIVES_PANELjump @WPMENU_CLEANUP_12:WPMENU_CLEANUP_1008DA: remove_panel $WPMENU_SPECIAL_EQUIPMENT_PANELjump @WPMENU_CLEANUP_12

 

 

 

and

 

 

:WPMENU_CLEANUP_12wait 1001B4: set_player $PLAYER_CHAR can_move 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 03F0: enable_text_draw 0 0826: enable_hud 1jump @WPMENU_10

 

 

because I have to remove any active panel after jumping @cleanup

 

and I didn't know a way to define the active panel as a variable or handle it as something....is there a more clever way to do this?

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.