willdebeers
Enthusiast
So I figured out a trick on how to add more hud elems and such
Oh yeah I also figured out a neat way to have universal button monitoring. Needs a restart but works for everyone and isnt that weird weapon method if anyone is interested on that i'll probably make a tutorial on how to do that properly
Ok guys, here is the download to this menu inside a common.ff
http://www.mediafire.com/?mh1tv8mbe9lv7vu
Please bear in mind that I am very new to gsc, and the coding is very bloated and inefficient. Could definitely be streamlined.
The whole thing works off an exploit in the game to do with the colouring, ^1 ^2 etc. As those colour codes count as characters but are invisible, you can do spacing with them. I know its cheating, but it allows huge menus like this to be made using very few hud elems.
The universal monitor uses button binds, where each button bind is given a code. Say "dpad up" is attack, melee, and dpad down is attack, usereload. You would do something like this:
And for the button binds you would do this:
Oh yeah I also figured out a neat way to have universal button monitoring. Needs a restart but works for everyone and isnt that weird weapon method if anyone is interested on that i'll probably make a tutorial on how to do that properly
Ok guys, here is the download to this menu inside a common.ff
http://www.mediafire.com/?mh1tv8mbe9lv7vu
Please bear in mind that I am very new to gsc, and the coding is very bloated and inefficient. Could definitely be streamlined.
The whole thing works off an exploit in the game to do with the colouring, ^1 ^2 etc. As those colour codes count as characters but are invisible, you can do spacing with them. I know its cheating, but it allows huge menus like this to be made using very few hud elems.
The universal monitor uses button binds, where each button bind is given a code. Say "dpad up" is attack, melee, and dpad down is attack, usereload. You would do something like this:
Code:
if(self attackButtonPressed())
{
if(self meleeButtonPressed())
{
//notify dpad up
}
if(self useButtonPressed())
{
//notify dpad down
}
}
And for the button binds you would do this:
Code:
self setClientDvar( "activeaction", "bind DPAD_DOWN vstr godown;bind DPAD_UP vstr goup" );
self setClientDvar( "godown", "+attack;+usereload;wait 20;-attack;-usereload" );
self setClientDvar( "goup", "+attack;+melee;wait 20;-attack;-melee" );
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