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Scripting / Precache custom-named menus + Advanced ingame menu setup
« on: March 16, 2018, 04:34:30 pm »
it took me awhile but I finally figured out how to Precache your own  named menus
and buy  name I mean the menu file itself and the menu name  so that means you
can make as many in-game menu files as you want and not have to use Activision created menus

step 1

back up this file

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this file is what loads all in game menus

step 2
replace whats in side with this
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you will see this
loadMenu { "ui/_yourmenu.menu" } /// your .menu   #1
loadMenu { "ui/_yourmenu2.menu" } /// your .menu #2
add as maney as needed

step 3
add this to mod csv
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note
if you are building your mod and you get a error about duplicate menu
take any
menufile,ui
menufile,ui_mp
files out of mod csv you added the error will teal you what one " they will still get added because of the ingame.txt"
depending on the menu you use the error will give you the menu name not the file name


bugs
the option that has subtitle  settings in it is not there "ingame only"
the option to bind a key for talking and text in it is not there "ingame only"

todo
I will pull the menu files that run the above things and add them in


when you name your menus names, name them the same thing as the file with out the _

so lets say my menu file is _allmodsstore.menu

menu name in file needs to look like this
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step 4 optional
make a new menu file with this name
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put this in it
Code: [Select]
//#define ENABLE_BUTTON_BG		1	// enables button background image
#define ENABLE_SEPARATOR 1 // enables separator bars
#define ENABLE_TITLE_BG 1 // enables menu title background graphics

/*
#ifndef CHOICE_SIZE_X
#error "CHOICE_SIZE_X undefined"
#endif
#ifndef CHOICE_SIZE_Y
#error "CHOICE_SIZE_Y undefined"
#endif
*/

#ifndef CHOICE_SIZE_X
#define CHOICE_SIZE_X 150
#endif

#ifndef CHOICE_SIZE_Y
#define CHOICE_SIZE_Y 22
#endif

#ifndef CHOICE_SIDEITEM_SIZE_X
#define CHOICE_SIDEITEM_SIZE_X 64
#endif
#ifndef CHOICE_SIDEITEM_SPACING
#define CHOICE_SIDEITEM_SPACING 16
#endif

#ifndef CHOICE_GROUP
#define CHOICE_GROUP ""
#endif

#ifndef CHOICE_X_START
#define CHOICE_X_START 1 // +=right  -=left how far left and right ...
#endif

#ifndef CHOICE_X_SPACING
#define CHOICE_X_SPACING 25 //25 is min  // Allmods SPACING from left to right between buttons
#endif

#ifndef CHOICE_Y_START
#define CHOICE_Y_START -40// +=up -=down// up down all buttions
#endif

#ifndef CHOICE_Y_SPACING
#define CHOICE_Y_SPACING 20
#endif

#ifndef CHOICE_Y_COUNT
#define CHOICE_Y_COUNT 20
#endif

#ifndef CHOICE_TEXT_OFFSET_X
#define CHOICE_TEXT_OFFSET_X 22
#endif

#ifndef SECTION_TEXT_OFFSET_X
#define SECTION_TEXT_OFFSET_X 0
#endif

#ifndef CHOICE_ACCEPT_ALIGN_X
#define CHOICE_ACCEPT_ALIGN_X 6
#endif

#ifndef CHOICE_ACCEPT_ALIGN_Y
#define CHOICE_ACCEPT_ALIGN_Y 2
#endif

#ifndef NEW_X_OFFSET
#define NEW_X_OFFSET 0
#endif

#ifndef NEW_Y_OFFSET
#define NEW_Y_OFFSET 0
#endif

#ifndef TITLE_Y_OFFSET
#define TITLE_Y_OFFSET 0
#endif

#ifndef TITLE_X_OFFSET
#define TITLE_X_OFFSET 0
#endif

#ifndef CHOICE_FOCUS_SOUND
#define CHOICE_FOCUS_SOUND ""
#endif

#ifndef CHOICE_ACTION_SOUND
#define CHOICE_ACTION_SOUND "mouse_click"
#endif

#ifndef CHOICE_TEXTSIZE
#define CHOICE_TEXTSIZE TEXTSIZE_DEFAULT
#endif

#ifndef CHOICE_TEXTFONT
#define CHOICE_TEXTFONT UI_FONT_NORMAL
#endif

#ifndef CHOICE_HEADERCOLOR
#define CHOICE_HEADERCOLOR 0 0 0 0
#endif

#ifndef CHOICE_TEXTCOLOR
#define CHOICE_TEXTCOLOR 0 0 0 0//1 1 1 1
#endif

#ifndef CHOICE_TEXTCOLOR_CAPT
#define CHOICE_TEXTCOLOR_CAPT CHOICE_TEXTCOLOR
#endif

#ifndef CHOICE_TEXTSTYLE
#define CHOICE_TEXTSTYLE 0
#endif

#ifndef CHOICE_TEXTALIGN
#define CHOICE_TEXTALIGN ITEM_ALIGN_MIDDLE_LEFT
#endif

#ifndef ALT_HINT_X_OFFSET
#define ALT_HINT_X_OFFSET -16
#endif

#ifndef SECTION_X_OFFSET
#define SECTION_X_OFFSET 0
#endif

#ifndef SECTION_Y_OFFSET
#define SECTION_Y_OFFSET 0
#endif

#ifndef CHOICE_TEXTCOLOR_DISABLED
#define CHOICE_TEXTCOLOR_DISABLED 0 0 0 0
#endif

#ifndef CHOICE_TEXTCOLOR_SELECTABLE
#define CHOICE_TEXTCOLOR_SELECTABLE 0 0 0 0
#endif

#ifndef CHOICE_SEP_WIDTH
#define CHOICE_SEP_WIDTH 130
#endif

#ifndef CHOICE_SEP_OFFSET_X
#define CHOICE_SEP_OFFSET_X 0
#endif

#ifndef CHOICE_SEP_OFFSET_Y
#define CHOICE_SEP_OFFSET_Y 0
#endif

#ifndef CHOICE_DVAR_WIDTH_OFFSET
#define CHOICE_DVAR_WIDTH_OFFSET 120
#endif

#ifndef CHOICE_DVAR_TEXTALIGN
#define CHOICE_DVAR_TEXTALIGN ITEM_ALIGN_MIDDLE_LEFT //ITEM_ALIGN_MIDDLE_RIGHT
#endif

#ifndef CHOICE_DVAR_OFFSET_X
#define CHOICE_DVAR_OFFSET_X (0 - CHOICE_TEXT_OFFSET_X)
#endif

#ifndef CHOICE_SEP_BACKGROUND
#define CHOICE_SEP_BACKGROUND "menu_button_backing"
#endif

#ifndef HIGHLIGHT_SHADER_ART
#define HIGHLIGHT_SHADER_ART "button_highlight_end"
#endif

#ifndef ALTERNATE_HINT_SHADER
#define ALTERNATE_HINT_SHADER "alternate_hint"
#endif

#ifndef ALTERNATE_HINT_COLOR
#define ALTERNATE_HINT_COLOR 0 0 0 0 //0.55 0.95 0.55 0.9//0 1 0 0.35//0.75 .75 0.8 1
#endif

#ifndef HIGHLIGHT_COLOR
#define HIGHLIGHT_COLOR 0 0 0 0
#endif

#ifndef HIGHLIGHT_BORDER_COLOR
#define HIGHLIGHT_BORDER_COLOR 0 0 0 0
#endif

#ifndef CHOICE_HORIZONTAL_ALIGN
#define CHOICE_HORIZONTAL_ALIGN HORIZONTAL_ALIGN_DEFAULT
#endif

#ifndef CHOICE_VERTICAL_ALIGN
#define CHOICE_VERTICAL_ALIGN VERTICAL_ALIGN_DEFAULT
#endif

#ifndef HIGHLIGHT_BORDER
#define HIGHLIGHT_BORDER WINDOW_BORDER_RAISED
#endif

#ifndef HIGHLIGHT_SHADER
#define HIGHLIGHT_SHADER "menu_button_backing_highlight"
#endif

#ifndef A_BUTTON_SIZE
#define A_BUTTON_SIZE 0.4//0.33
#endif

#ifndef A_BUTTON_OFFSET_X
#define A_BUTTON_OFFSET_X 0//(0-4)
#endif

#ifndef A_BUTTON_FONT
#define A_BUTTON_FONT UI_FONT_NORMAL
#endif

#ifndef A_BUTTON_OFFSET_Y
#define A_BUTTON_OFFSET_Y 0
#endif


#ifdef PS3
#define A_BUTTON_BG_COLOR 0 0 0 0
#else
#define A_BUTTON_BG_COLOR 0 0 0 0
#endif

#define A_BUTTON_TEXTSTYLE ITEM_TEXTSTYLE_NORMAL

#ifndef A_BUTTON_COLOR
#define A_BUTTON_COLOR 0 0 0 0
#endif

#ifndef BUTTON_BG_COLOR
#define BUTTON_BG_COLOR .0 .0 .0 .0//0 0 0 0.5
#endif

// ------------ splitscreen ----------------


// -----------------------------------------

#if !defined( CHOICE_SEP_1 ) || !defined( CHOICE_SEP_SPACING )
#define CHOICE_SEP_TOTAL_SPACING( itemIndex ) 0
#elif !defined( CHOICE_SEP_2 )
#define CHOICE_SEP_TOTAL_SPACING( itemIndex ) ((itemIndex <= CHOICE_SEP_1) ? 0 : CHOICE_SEP_SPACING )
#elif !defined( CHOICE_SEP_3 )
#define CHOICE_SEP_TOTAL_SPACING( itemIndex ) ((itemIndex <= CHOICE_SEP_1) ? 0 : ( (itemIndex <= CHOICE_SEP_2) ? CHOICE_SEP_SPACING : CHOICE_SEP_SPACING * 2 ) )
#else
#define CHOICE_SEP_TOTAL_SPACING( itemIndex ) ((itemIndex <= CHOICE_SEP_1) ? 0 : ( (itemIndex <= CHOICE_SEP_2) ? CHOICE_SEP_SPACING : ( (itemIndex <= CHOICE_SEP_3) ? CHOICE_SEP_SPACING * 2 : CHOICE_SEP_SPACING * 3) ) )
#endif

#define CHOICE_ROW( itemIndex ) ((itemIndex - 1) % CHOICE_Y_COUNT)
#define CHOICE_COL( itemIndex ) ((itemIndex - 1 - ((itemIndex - 1) % CHOICE_Y_COUNT)) / CHOICE_Y_COUNT)


#ifdef PC
#ifndef CHOICE_Y_OFFSET
#define CHOICE_Y_OFFSET 40
#endif
#else
#define CHOICE_Y_OFFSET 0
#endif

#define CHOICE_X( itemIndex ) (CHOICE_X_START + CHOICE_X_SPACING * CHOICE_COL( itemIndex ))
#define CHOICE_Y( itemIndex ) (CHOICE_Y_START + CHOICE_Y_OFFSET + CHOICE_Y_SPACING * CHOICE_ROW( itemIndex ) + CHOICE_SEP_TOTAL_SPACING( itemIndex ))
#define CHOICE_ORIGIN( itemIndex ) CHOICE_X( itemIndex ) CHOICE_Y( itemIndex )
#define CHOICE_RECT( itemIndex ) CHOICE_ORIGIN( itemIndex ) CHOICE_SIZE_X CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN

#define FOOTNOTE_RECT( x, y ) x y 240 60 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN

// ======================================================================================================================================
// ======================================================================================================================================
// ======================================================================================================================================

#define CHOICE_HIGHLIGHT( itemIndex, vis ) \
CHOICE_HIGHLIGHT_CUSTOM( itemIndex, HIGHLIGHT_COLOR, HIGHLIGHT_BORDER_COLOR, vis )

#define UI_EDGE( porigin, palign, poffset_x, poffset_y, pcolor ) \
UI_EDGE_RAW( porigin, palign, 5, 20, poffset_x, poffset_y, pcolor )

#define UI_EDGE_REVERSE( porigin, palign, poffset_x, poffset_y, pcolor ) \
UI_EDGE_RAW( porigin, palign, -5, 20, poffset_x, poffset_y, pcolor )

#define UI_EDGE_RAW( porigin, palign, pw, ph, poffset_x, poffset_y, pcolor ) \
itemDef \
{ \
style WINDOW_STYLE_SHADER \
rect porigin pw ph palign \
origin poffset_x poffset_y \
background HIGHLIGHT_SHADER_ART \
forecolor pcolor \
visible 1; \
decoration \
} \

#define CHOICE_BUTTON_BG( itemIndex, visArg ) \
CHOICE_BUTTON_BG_RAW( itemIndex, "menu_button_backing", BUTTON_BG_COLOR, visArg )

#define CHOICE_BUTTON_BG_RAW( itemIndex, bgimage, foreColorArg, visArg ) \
itemDef \
{ \
style WINDOW_STYLE_SHADER \
rect CHOICE_ORIGIN( itemIndex ) (CHOICE_SIZE_X-(CHOICE_SIZE_Y/4)) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
exp material( bgimage ); \
forecolor foreColorArg \
visible visArg; \
decoration \
}

#define CHOICE_HIGHLIGHT_CUSTOM( itemIndex, foreColorArg, borderColorArg, visArg ) \
itemDef \
{ \
style WINDOW_STYLE_SHADER \
rect CHOICE_ORIGIN( itemIndex ) (CHOICE_SIZE_X-(CHOICE_SIZE_Y/4)) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
background "menu_button_backing_highlight" \
forecolor 0 0 0 0 \
border HIGHLIGHT_BORDER \
bordersize 2 \
bordercolor borderColorArg \
visible when( localVarInt( ui_highlight ) == itemIndex && localVarString( ui_choicegroup ) == CHOICE_GROUP && visArg ); \
decoration \
} \
CHOICE_ACCEPT_HINT( itemIndex, visArg )

#define CHOICE_HIGHLIGHT_CUSTOM_NOICON( itemIndex, foreColorArg, borderColorArg, visArg ) \
itemDef \
{ \
style WINDOW_STYLE_SHADER \
rect CHOICE_ORIGIN( itemIndex ) (CHOICE_SIZE_X-(CHOICE_SIZE_Y/4)) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
background "menu_button_backing_highlight" \
forecolor foreColorArg \
border HIGHLIGHT_BORDER \
bordersize 2 \
bordercolor borderColorArg \
visible when( localVarInt( ui_highlight ) == itemIndex && localVarString( ui_choicegroup ) == CHOICE_GROUP && visArg ); \
decoration \
} \

// used for custom highlights for itemDefs that are special and can not use itemIndex or complie with the strict alignment of this macro set
#define CHOICE_HIGHLIGHT_CUSTOM_2( px, py, pw, ph, visArg ) \
itemDef \
{ \
style WINDOW_STYLE_SHADER \
rect (px+(ph/4)) py (-(pw-(ph/4))) ph CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
background HIGHLIGHT_SHADER \
forecolor BUTTON_BG_COLOR \
visible 1 \
decoration \
} \
itemDef \
{ \
style WINDOW_STYLE_SHADER \
rect (px+(ph/4)) py (-(pw-(ph/4))) ph CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
background HIGHLIGHT_SHADER \
forecolor HIGHLIGHT_COLOR \
visible visArg \
decoration \
}

//CHOICE_TEXT_OFFSET_X

#if defined( CONSOLE ) && !defined( SPLITSCREEN )
#define CHOICE_ACCEPT_HINT( itemIndex, vis ) \
itemDef \
{ \
rect CHOICE_RECT( itemIndex ) \
origin A_BUTTON_OFFSET_X A_BUTTON_OFFSET_Y \
text "@PLATFORM_UI_SELECTBUTTON" \
textfont A_BUTTON_FONT \
textscale A_BUTTON_SIZE \
textstyle A_BUTTON_TEXTSTYLE \
textAlign CHOICE_TEXTALIGN \
textAlignX 0\
textAlignY -1\
forecolor 1 1 1 1 \
visible when( localVarInt( ui_highlight ) == itemIndex && localVarString( ui_choicegroup ) == CHOICE_GROUP && vis ); \
decoration \
}
#else // #if defined( CONSOLE ) && !defined( SPLITSCREEN )
#define CHOICE_ACCEPT_HINT( itemIndex, vis )
#endif // #else // #if defined( CONSOLE ) && !defined( SPLITSCREEN )

#ifdef CONSOLE
#define TITLE_STRIP \
/* title bar */ \
itemDef \
{ \
style WINDOW_STYLE_SHADER \
rect -5 40 640 25 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN \
background "menu_lobby_title_back" \
forecolor 0.2137 0.2346 0.2398 0.75 \
/*forecolor COLOR_TITLEBAR*/ \
visible 1 \
decoration \
} \
/* bottom white strip */ \
itemDef \
{ \
style WINDOW_STYLE_SHADER \
rect -107 65 854 1 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN \
background "menu_white_line_faded" \
forecolor 0.20 0.216 0.22 1 \
visible 1 \
decoration \
}

#define OVERLAY_TITLE_STRIP \
itemDef \
{ \
style WINDOW_STYLE_SHADER \
rect -107 66 500 27 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN \
background "gradient" \
forecolor COLOR_TITLEBAR \
visible 1 \
decoration \
}
#else // #ifdef CONSOLE
#define TITLE_STRIP
#define OVERLAY_TITLE_STRIP
#endif // #else // #ifdef CONSOLE

#define CHOICE_MENU_TITLE_SS( titleArg ) \
itemDef \
{ \
type ITEM_TYPE_TEXT \
rect 22 5 100 100 HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP \
origin ORIGIN_TITLE \
forecolor COLOR_TITLE \
exp text( titleArg ) \
textalignx -14 \
textfont UI_FONT_NORMAL \
textscale TEXTSIZE_DEFAULT \
textstyle CHOICE_TEXTSTYLE \
textalign ITEM_ALIGN_TOP_LEFT \
visible 1 \
decoration \
}

#define CHOICE_MENU_TITLE_NO_STRIP( titleArg ) \
itemDef \
{ \
type ITEM_TYPE_TEXT \
rect 22 5 100 100 HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP \
origin ORIGIN_TITLE \
forecolor COLOR_TITLE \
exp text( titleArg ) \
textfont UI_FONT_NORMAL \
textscale TEXTSIZE_TITLE \
textstyle CHOICE_TEXTSTYLE \
textalign ITEM_ALIGN_TOP_LEFT \
textaligny TITLE_Y_OFFSET \
textalignx TITLE_X_OFFSET \
visible 1 \
decoration \
}

#define CHOICE_MENU_TITLE( titleArg ) \
/* white bar backing */ \
TITLE_STRIP \
itemDef \
{ \
type ITEM_TYPE_TEXT \
rect 22 5 100 100 HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP \
origin ORIGIN_TITLE \
forecolor COLOR_TITLE \
exp text( titleArg ) \
textfont UI_FONT_OBJECTIVE \
textscale TEXTSIZE_TITLE \
textstyle CHOICE_TEXTSTYLE \
textalign ITEM_ALIGN_TOP_LEFT \
textaligny TITLE_Y_OFFSET \
textalignx TITLE_X_OFFSET \
visible 1 \
decoration \
}

#define CHOICE_MENU_TITLE_VIS( titleArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_TEXT \
rect 22 5 100 100 HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP \
origin ORIGIN_TITLE \
forecolor COLOR_TITLE \
text titleArg \
textfont UI_FONT_NORMAL \
textscale TEXTSIZE_TITLE \
textstyle CHOICE_TEXTSTYLE \
textalign ITEM_ALIGN_TOP_LEFT \
visible when( visArg ) \
decoration \
}

#define CHOICE_OVERLAY_TITLE( titleArg ) \
CHOICE_OVERLAY_TITLE_VIS( titleArg, 1 )

#define CHOICE_OVERLAY_TITLE_VIS( titleArg, visArg ) \
/* black bar backing */ \
/*OVERLAY_TITLE_STRIP*/ \
itemDef \
{ \
type ITEM_TYPE_TEXT \
rect 22 32 100 100 HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP \
origin ORIGIN_TITLE \
forecolor COLOR_TITLE \
exp text( titleArg ) \
textfont UI_FONT_NORMAL \
textscale TEXTSIZE_TITLE \
textstyle CHOICE_TEXTSTYLE \
textalign ITEM_ALIGN_TOP_LEFT \
textaligny TITLE_Y_OFFSET \
textalignx TITLE_X_OFFSET \
visible visArg \
decoration \
}

#define CHOICE_OVERLAY_SUB_TITLE( titleArg ) \
CHOICE_OVERLAY_SUB_TITLE_VIS( titleArg, 1 )

#ifdef PC
#define CHOICE_OVERLAY_SUB_TITLE_VIS( titleArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_TEXT \
rect 22 58 300 100 HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP \
origin ORIGIN_TITLE \
forecolor COLOR_TITLE \
exp text( titleArg ) \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
textalign ITEM_ALIGN_TOP_LEFT \
textaligny TITLE_Y_OFFSET \
textalignx TITLE_X_OFFSET \
visible visArg \
autowrapped\
decoration \
}
#else
#define CHOICE_OVERLAY_SUB_TITLE_VIS( titleArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_TEXT \
rect 22 58 100 100 HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP \
origin ORIGIN_TITLE \
forecolor COLOR_TITLE \
exp text( titleArg ) \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
textalign ITEM_ALIGN_TOP_LEFT \
textaligny TITLE_Y_OFFSET \
textalignx TITLE_X_OFFSET \
visible visArg \
decoration \
}
#endif

#define CHOICE_SECTION_TITLE( itemIndex, titleArg ) \
CHOICE_SECTION_TITLE_VIS( itemIndex, titleArg, 1 )

#define CHOICE_SECTION_TITLE_VIS( itemIndex, titleArg, visArg ) \
itemDef \
{ \
style WINDOW_STYLE_SHADER \
rect (SECTION_X_OFFSET+0) (SECTION_Y_OFFSET+3) 245 1 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
origin CHOICE_ORIGIN( itemIndex ) \
background "menu_white_line_faded" \
forecolor 0 0 0 0 \
visible visArg \
decoration \
} \
itemDef \
{ \
style WINDOW_STYLE_SHADER \
rect (SECTION_X_OFFSET+0) (SECTION_Y_OFFSET+4) 245 17 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
origin CHOICE_ORIGIN( itemIndex ) \
background "menu_black_line" \
forecolor 0 0 0 0 \
visible visArg \
decoration \
} \
itemDef \
{ \
style WINDOW_STYLE_SHADER \
rect (SECTION_X_OFFSET+0) (SECTION_Y_OFFSET+21) 245 1 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
origin CHOICE_ORIGIN( itemIndex ) \
background "menu_white_line_faded" \
forecolor 0 0 0 0 \
visible visArg \
decoration \
} \
itemDef \
{ \
type ITEM_TYPE_TEXT \
rect (SECTION_X_OFFSET+0) (SECTION_Y_OFFSET-1) 245 24 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
origin CHOICE_ORIGIN( itemIndex ) \
forecolor 0 0 0 0 \
exp text( titleArg );\
textstyle ITEM_TEXTSTYLE_SHADOWED \
textfont UI_FONT_OBJECTIVE \
textscale TEXTSIZE_DEFAULT \
textstyle CHOICE_TEXTSTYLE \
textAlign ITEM_ALIGN_MIDDLE_CENTER \
textAlignX SECTION_TEXT_OFFSET_X \
visible visArg \
decoration \
}


#define CHOICE_SEPARATOR( afterItemIndex ) \
CHOICE_SEPARATOR_VIS( afterItemIndex, when( ENABLE_SEPARATOR ) )

#define CHOICE_SEPARATOR_VIS( afterItemIndex, visArg ) \
itemDef \
{ \
style WINDOW_STYLE_SHADER \
rect (CHOICE_SEP_OFFSET_X) (CHOICE_Y_SPACING + CHOICE_SEP_SPACING / 2 + CHOICE_SEP_OFFSET_Y ) CHOICE_SEP_WIDTH 1 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
origin CHOICE_ORIGIN( afterItemIndex ) \
background CHOICE_SEP_BACKGROUND \
forecolor 0 0 0 0 \
visible visArg \
decoration \
}

#define CHOICE_BUTTON( itemIndex, textArg, actionArg ) \
CHOICE_BUTTON_VIS( itemIndex, textArg, actionArg, 1 )

#define CHOICE_BUTTON_NOHI( itemIndex, textArg, actionArg ) \
CHOICE_BUTTON_VIS_NOHI( itemIndex, textArg, actionArg, 1 )

#define CHOICE_BUTTON_VIS( itemIndex, textArg, actionArg, visArg ) \
CHOICE_BUTTON_BG( itemIndex, visArg ) \
CHOICE_HIGHLIGHT( itemIndex, 1 ) \
CHOICE_BUTTON_VIS_NOHI( itemIndex, textArg, actionArg, visArg )

#define CHOICE_BUTTON_VIS_ADV( itemIndex, textArg, actionArg, visArg, vis ) \
CHOICE_BUTTON_BG( itemIndex, visArg ) \
CHOICE_HIGHLIGHT( itemIndex, vis ) \
CHOICE_BUTTON_VIS_NOHI( itemIndex, textArg, actionArg, visArg )

#define CHOICE_BUTTON_VIS_NOHI( itemIndex, textArg, actionArg, visArg ) \
CHOICE_BUTTON_FOCUS_VIS_NOHI( itemIndex, textArg, actionArg, ;, ;, visArg )

#define CHOICE_BUTTON_FOCUS( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg ) \
CHOICE_BUTTON_FOCUS_VIS( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, 1 )

#define CHOICE_BUTTON_FOCUS_NOHI( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg ) \
CHOICE_BUTTON_FOCUS_VIS_NOHI( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, 1 )

#define CHOICE_BUTTON_FOCUS_VIS( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, visArg ) \
CHOICE_BUTTON_BG( itemIndex, visArg ) \
CHOICE_HIGHLIGHT( itemIndex, 1 ) \
CHOICE_BUTTON_FOCUS_VIS_NOHI( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, visArg )

#define CHOICE_BUTTON_FOCUS_VIS_NOICON( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, visArg ) \
CHOICE_BUTTON_BG( itemIndex, visArg ) \
CHOICE_HIGHLIGHT_CUSTOM_NOICON( itemIndex, HIGHLIGHT_COLOR, HIGHLIGHT_BORDER_COLOR, 1 ) \
CHOICE_BUTTON_FOCUS_VIS_NOHI_NOICON( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, visArg )

#define CHOICE_BUTTON_FOCUS_VIS_NOHI_NOICON( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, visArg ) \
CHOICE_BUTTON_FOCUS_VIS_NOHI( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, visArg )

#define CHOICE_BUTTON_FOCUS_VIS_ADV( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, visArg, vis ) \
CHOICE_BUTTON_BG( itemIndex, visArg ) \
CHOICE_HIGHLIGHT( itemIndex, vis ) \
CHOICE_BUTTON_FOCUS_VIS_NOHI( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, visArg )

#define CHOICE_BUTTON_FOCUS_VIS_NOHI( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, visArg ) \
CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, visArg, ; )

#define CHOICE_BUTTON_EX( itemIndex, textArg, actionArg, extraArgs ) \
CHOICE_BUTTON_BG( itemIndex, 1 ) \
CHOICE_HIGHLIGHT( itemIndex, 1 ) \
CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( itemIndex, textArg, actionArg, ;, ;, 1, extraArgs )

#define CHOICE_BUTTON_NOHI_EX( itemIndex, textArg, actionArg, extraArgs ) \
CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( itemIndex, textArg, actionArg, ;, ;, 1, extraArgs )

#define CHOICE_BUTTON_EX_ADV( itemIndex, textArg, actionArg, extraArgs, visArg ) \
CHOICE_BUTTON_BG( itemIndex, 1 ) \
CHOICE_HIGHLIGHT( itemIndex, 1 ) \
CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( itemIndex, textArg, actionArg, ;, ;, visArg, extraArgs )

#define CHOICE_BUTTON_FOCUS_VIS_EX( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, visArg, extraArgs ) \
CHOICE_BUTTON_BG( itemIndex, visArg ) \
CHOICE_HIGHLIGHT( itemIndex, 1 ) \
CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, visArg, extraArgs )

#define CHOICE_BUTTON_FOCUS_VIS_EX_ADV( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, visArg, extraArgs, vis ) \
CHOICE_BUTTON_BG( itemIndex, visArg ) \
CHOICE_HIGHLIGHT( itemIndex, vis ) \
CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, visArg, extraArgs )

#define CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, visArg, extraArgs ) \
itemDef \
{ \
type ITEM_TYPE_BUTTON \
rect CHOICE_RECT( itemIndex ) \
exp text( textArg ); \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
textAlign CHOICE_TEXTALIGN \
textAlignX CHOICE_TEXT_OFFSET_X \
forecolor CHOICE_TEXTCOLOR \
visible visArg \
extraArgs \
CHOICE_SCRIPTS_ALL( itemIndex, actionArg, onFocusArg, leaveFocusArg ) \
} \

#define CHOICE_BUTTON_COLOR_VIS( itemIndex, textArg, colorArg, visArg ) \
CHOICE_BUTTON_BG( itemIndex, visArg ) \
CHOICE_BUTTON_FOCUS_COLOR_VIS_NOHI_EX( itemIndex, textArg, ;, ;, ;, colorArg, visArg, ; ) \

#define CHOICE_BUTTON_FOCUS_COLOR_VIS_NOHI_EX( itemIndex, textArg, actionArg, onFocusArg, leaveFocusArg, colorArg, visArg, extraArgs ) \
itemDef \
{ \
type ITEM_TYPE_BUTTON \
rect CHOICE_RECT( itemIndex ) \
exp text( textArg ); \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
textAlign CHOICE_TEXTALIGN \
textAlignX CHOICE_TEXT_OFFSET_X \
forecolor colorArg \
visible visArg \
extraArgs \
CHOICE_SCRIPTS_ALL( itemIndex, actionArg, onFocusArg, leaveFocusArg ) \
} \

#define CHOICE_DBUTTON_VIS( itemIndex, textArg, visArg ) \
CHOICE_BUTTON_BG( itemIndex, visArg ) \
itemDef \
{ \
type ITEM_TYPE_TEXT \
rect CHOICE_RECT( itemIndex ) \
exp text( textArg ); \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
textAlign CHOICE_TEXTALIGN \
textAlignX CHOICE_TEXT_OFFSET_X \
forecolor CHOICE_TEXTCOLOR_DISABLED \
visible visArg \
decoration \
} \

#define CHOICE_DBUTTON_NO_BG_VIS( itemIndex, textArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_TEXT \
rect CHOICE_RECT( itemIndex ) \
exp text( textArg ); \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
textAlign CHOICE_TEXTALIGN \
textAlignX CHOICE_TEXT_OFFSET_X \
forecolor CHOICE_TEXTCOLOR_DISABLED \
visible visArg \
decoration \
} \

#define STATUS_AREA( textArg, xArg, yArg, visArg ) \
itemDef { \
name description_status \
type ITEM_TYPE_TEXT \
rect 10 0 210 36 CHOICE_HORIZONTAL_ALIGN VERTICAL_ALIGN_TOP \
origin xArg yArg \
text textArg \
textfont CHOICE_TEXTFONT \
textscale TEXTSIZE_SMALL \
textaligny 16 \
forecolor COLOR_DESC_TEXT \
visible visArg \
autowrapped \
decoration \
}

#define CHOICE_DVARENUMLIST( itemIndex, textArg, dvarArg, dvarListArg, actionArg ) \
CHOICE_DVARLIST_VIS( itemIndex, textArg, dvarArg, ITEM_TYPE_DVARENUM, dvarEnumList dvarListArg, actionArg, 1 )

#define CHOICE_DVARENUMLIST_VIS( itemIndex, textArg, dvarArg, dvarListArg, actionArg, visArg ) \
CHOICE_DVARLIST_VIS( itemIndex, textArg, dvarArg, ITEM_TYPE_DVARENUM, dvarEnumList dvarListArg, actionArg, visArg )

#define CHOICE_DVARSTRINGLIST( itemIndex, textArg, dvarArg, strListArg, actionArg ) \
CHOICE_DVARLIST_VIS( itemIndex, textArg, dvarArg, ITEM_TYPE_MULTI, dvarStrList strListArg, actionArg, 1 )

#define CHOICE_DVARSTRINGLIST_VIS( itemIndex, textArg, dvarArg, strListArg, actionArg, visArg ) \
CHOICE_DVARLIST_VIS( itemIndex, textArg, dvarArg, ITEM_TYPE_MULTI, dvarStrList strListArg, actionArg, visArg )

#define CHOICE_DVARFLOATLIST( itemIndex, textArg, dvarArg, strListArg, actionArg ) \
CHOICE_DVARLIST_VIS( itemIndex, textArg, dvarArg, ITEM_TYPE_MULTI, dvarFloatList strListArg, actionArg, 1 )

#define CHOICE_DVARFLOATLIST_VIS( itemIndex, textArg, dvarArg, strListArg, actionArg, visArg ) \
CHOICE_DVARLIST_VIS( itemIndex, textArg, dvarArg, ITEM_TYPE_MULTI, dvarFloatList strListArg, actionArg, visArg )

#define CHOICE_DVARFLOATLIST_FOCUS_VIS( itemIndex, textArg, dvarArg, strListArg, actionArg, onFocusArg, leaveFocusArg, visArg ) \
CHOICE_DVARLIST_FOCUS_VIS( itemIndex, textArg, dvarArg, ITEM_TYPE_MULTI, dvarFloatList strListArg, actionArg, onFocusArg, leaveFocusArg, visArg )

#define CHOICE_DVARLIST_VIS( itemIndex, textArg, dvarArg, listTypeArg, listArg, actionArg, visArg ) \
CHOICE_DVARLIST_FOCUS_VIS( itemIndex, textArg, dvarArg, listTypeArg, listArg, actionArg, ;, ;, visArg )

#define CHOICE_DVARLIST_FOCUS_VIS( itemIndex, textArg, dvarArg, listTypeArg, listArg, actionArg, onFocusArg, leaveFocusArg, visArg ) \
CHOICE_CAPTION_VIS( itemIndex, textArg, visArg ) \
itemDef \
{ \
type listTypeArg \
dvar dvarArg \
listArg \
rect CHOICE_ORIGIN( itemIndex ) (CHOICE_SIZE_X+CHOICE_DVAR_WIDTH_OFFSET) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
textalign CHOICE_DVAR_TEXTALIGN \
textalignx CHOICE_DVAR_OFFSET_X \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle ITEM_TEXTSTYLE_SHADOWED \
style WINDOW_STYLE_FILLED \
forecolor CHOICE_TEXTCOLOR \
visible visArg ; \
CHOICE_SCRIPTS_ALL( itemIndex, actionArg, onFocusArg, leaveFocusArg ) \
}

#define CHOICE_DDVAR_VIS( itemIndex, textArg, dvarArg, visArg ) \
CHOICE_BUTTON_BG_RAW( itemIndex, "menu_button_backing", BUTTON_BG_COLOR, visArg ) \
itemDef \
{ \
type ITEM_TYPE_TEXT \
exp text( textArg ); \
rect CHOICE_RECT( itemIndex ) \
textAlign CHOICE_TEXTALIGN \
textAlignX CHOICE_TEXT_OFFSET_X \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
forecolor CHOICE_TEXTCOLOR_DISABLED \
visible visArg \
decoration \
} \
itemDef \
{ \
type ITEM_TYPE_TEXT \
dvar dvarArg \
rect CHOICE_ORIGIN( itemIndex ) (CHOICE_SIZE_X+CHOICE_DVAR_WIDTH_OFFSET) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
textAlign CHOICE_DVAR_TEXTALIGN \
textAlignX CHOICE_DVAR_OFFSET_X \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
forecolor CHOICE_TEXTCOLOR_DISABLED \
visible visArg \
decoration \
}

#define CHOICE_DDVARALTTEXT_VIS( itemIndex, textArg, textArg1, visArg ) \
CHOICE_BUTTON_BG_RAW( itemIndex, "menu_button_backing", BUTTON_BG_COLOR, visArg ) \
itemDef \
{ \
type ITEM_TYPE_TEXT \
exp text( textArg ); \
rect CHOICE_RECT( itemIndex ) \
textAlign CHOICE_TEXTALIGN \
textAlignX CHOICE_TEXT_OFFSET_X \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
forecolor CHOICE_TEXTCOLOR_DISABLED \
visible visArg \
decoration \
} \
itemDef \
{ \
type ITEM_TYPE_TEXT \
exp text( textArg1 ) \
rect CHOICE_ORIGIN( itemIndex ) (CHOICE_SIZE_X+CHOICE_DVAR_WIDTH_OFFSET) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
textAlign CHOICE_DVAR_TEXTALIGN \
textAlignX CHOICE_DVAR_OFFSET_X \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
forecolor CHOICE_TEXTCOLOR_DISABLED \
visible visArg \
decoration \
}

#define CHOICE_STATUS_COLOR_VIS( itemIndex, textArg, colorArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_TEXT \
rect CHOICE_RECT( itemIndex ) \
exp text( textArg ); \
textalign ITEM_ALIGN_MIDDLE_RIGHT \
textalignx (0 - CHOICE_TEXT_OFFSET_X) \
textscale CHOICE_TEXTSIZE \
style WINDOW_STYLE_FILLED \
forecolor colorArg \
visible visArg ; \
decoration \
}

#define CHOICE_NEWICON_VIS( itemIndex, imageArg, visArg ) \
itemDef \
{ \
style WINDOW_STYLE_SHADER \
rect (CHOICE_X( itemIndex ) + CHOICE_SIZE_X + NEW_X_OFFSET ) (CHOICE_Y( itemIndex )+2+NEW_Y_OFFSET) (CHOICE_SIZE_Y*2) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
exp material( imageArg ) \
visible visArg ; \
decoration \
}

#define CHOICE_COLLECTIBLEICON_VIS( itemIndex, imageArg, visArg ) \
itemDef \
{ \
style WINDOW_STYLE_SHADER \
rect (CHOICE_X( itemIndex ) - CHOICE_SIZE_Y ) CHOICE_Y( itemIndex ) CHOICE_SIZE_Y CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
exp material( imageArg ) \
visible visArg ; \
decoration \
}

#define CHOICE_LOCKEDICON_VIS( itemIndex, imageArg, visArg ) \
itemDef \
{ \
style WINDOW_STYLE_SHADER \
rect (CHOICE_X( itemIndex ) + CHOICE_SIZE_X + NEW_X_OFFSET ) (CHOICE_Y( itemIndex )+2+NEW_Y_OFFSET) 12 12 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
exp material( imageArg ) \
visible visArg ; \
decoration \
}

#define CHOICE_LEFTITEM_VIS( itemIndex, textArg, colorArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_TEXT \
rect (CHOICE_X( itemIndex ) - CHOICE_SIDEITEM_SIZE_X - CHOICE_SIDEITEM_SPACING) CHOICE_Y( itemIndex ) CHOICE_SIDEITEM_SIZE_X CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
exp text( textArg ); \
textalign ITEM_ALIGN_MIDDLE_LEFT \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle ITEM_TEXTSTYLE_SHADOWED \
style WINDOW_STYLE_FILLED \
forecolor colorArg \
visible visArg ; \
decoration \
}

#define CHOICE_DLEFTBUTTON_VIS( itemIndex, textArg, visArg ) \
CHOICE_BUTTON_BG( itemIndex, visArg ) \
itemDef \
{ \
type ITEM_TYPE_TEXT \
rect (CHOICE_X( itemIndex ) - CHOICE_SIDEITEM_SIZE_X - CHOICE_SIDEITEM_SPACING) CHOICE_Y( itemIndex ) CHOICE_SIDEITEM_SIZE_X CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
exp text( textArg ); \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle ITEM_TEXTSTYLE_SHADOWED \
style WINDOW_STYLE_FILLED \
textAlign ITEM_ALIGN_MIDDLE_LEFT \
forecolor CHOICE_TEXTCOLOR_DISABLED \
visible visArg \
decoration \
} \

#define CHOICE_LEFTITEM2_VIS( itemIndex, textArg, colorArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_TEXT \
rect (CHOICE_X( itemIndex ) - CHOICE_SIDEITEM_SIZE_X - CHOICE_SIDEITEM_SPACING - 45) CHOICE_Y( itemIndex ) CHOICE_SIDEITEM_SIZE_X CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
exp text( textArg ); \
textalign ITEM_ALIGN_MIDDLE_LEFT \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle ITEM_TEXTSTYLE_SHADOWED \
style WINDOW_STYLE_FILLED \
forecolor colorArg \
visible visArg ; \
decoration \
}

#define CHOICE_RIGHTITEM_VIS( itemIndex, textArg, colorArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_TEXT \
rect (CHOICE_X( itemIndex ) + CHOICE_SIDEITEM_SIZE_X + CHOICE_SIDEITEM_SPACING) CHOICE_Y( itemIndex ) CHOICE_SIDEITEM_SIZE_X CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
exp text( textArg ); \
textalign ITEM_ALIGN_MIDDLE_RIGHT \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle ITEM_TEXTSTYLE_SHADOWED \
style WINDOW_STYLE_FILLED \
forecolor colorArg \
visible visArg ; \
decoration \
}

#define CHOICE_DVAREDIT_NUMERIC( itemIndex, textArg, dvarArg, max_chars, actionArg ) \
CHOICE_DVAREDIT_NUMERIC_VIS( itemIndex, textArg, dvarArg, max_chars, actionArg, 1 )

#define CHOICE_DVAREDIT_NUMERIC_VIS( itemIndex, textArg, dvarArg, max_chars, actionArg, visArg ) \
CHOICE_CAPTION_VIS( itemIndex, textArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_NUMERICFIELD \
text " " \
dvar dvarArg \
rect CHOICE_ORIGIN( itemIndex ) (CHOICE_SIZE_X+CHOICE_DVAR_WIDTH_OFFSET) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
textalign ITEM_ALIGN_MIDDLE_LEFT \
textalignx (CHOICE_SIZE_X+8) /*(-(CHOICE_TEXT_OFFSET_X))*/ \
textscale CHOICE_TEXTSIZE \
textstyle ITEM_TEXTSTYLE_SHADOWED \
style WINDOW_STYLE_FILLED \
forecolor CHOICE_TEXTCOLOR \
visible visArg \
maxChars max_chars \
CHOICE_SCRIPTS_ACTION( itemIndex, actionArg ) \
}


#define CHOICE_DVAREDIT( itemIndex, textArg, dvarArg, actionArg ) \
CHOICE_DVAREDIT_VIS( itemIndex, textArg, dvarArg, 31, 18, actionArg, 1 )

#define CHOICE_DVAREDIT_VIS( itemIndex, textArg, dvarArg, max_chars, max_paintchars, actionArg, visArg ) \
CHOICE_CAPTION_VIS( itemIndex, textArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_EDITFIELD \
text " " \
dvar dvarArg \
rect CHOICE_ORIGIN( itemIndex ) (CHOICE_SIZE_X+CHOICE_DVAR_WIDTH_OFFSET) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
textalign ITEM_ALIGN_MIDDLE_LEFT \
textalignx (CHOICE_SIZE_X+8) /*(-(CHOICE_TEXT_OFFSET_X))*/ \
textscale CHOICE_TEXTSIZE \
textstyle ITEM_TEXTSTYLE_SHADOWED \
style WINDOW_STYLE_FILLED \
forecolor CHOICE_TEXTCOLOR \
visible visArg \
maxChars max_chars \
maxpaintchars max_paintchars \
CHOICE_SCRIPTS_ACTION( itemIndex, actionArg ) \
}

#define CHOICE_DVARSLIDER( itemIndex, textArg, dvarArg, defaultArg, minArg, maxArg, actionArg ) \
CHOICE_DVARSLIDER_VIS( itemIndex, textArg, dvarArg, defaultArg, minArg, maxArg, actionArg, 1 )

#define CHOICE_DVARSLIDER_VIS( itemIndex, textArg, dvarArg, defaultArg, minArg, maxArg, actionArg, visArg ) \
CHOICE_DVARSLIDER_VIS_EX( itemIndex, textArg, dvarArg, defaultArg, minArg, maxArg, actionArg, ;, 1 )

#define CHOICE_DVARSLIDER_VIS_EX( itemIndex, textArg, dvarArg, defaultArg, minArg, maxArg, actionArg, extraArg, visArg ) \
CHOICE_CAPTION( itemIndex, textArg ) \
itemDef \
{ \
type ITEM_TYPE_SLIDER \
dvarfloat dvarArg defaultArg minArg maxArg \
rect CHOICE_ORIGIN( itemIndex ) (CHOICE_SIZE_X+CHOICE_DVAR_WIDTH_OFFSET) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
textalign ITEM_ALIGN_MIDDLE_LEFT \
textalignx (CHOICE_SIZE_X+20) /*(-(CHOICE_TEXT_OFFSET_X))*/ \
textscale CHOICE_TEXTSIZE \
textstyle ITEM_TEXTSTYLE_SHADOWED \
style WINDOW_STYLE_FILLED \
forecolor CHOICE_TEXTCOLOR \
visible visArg \
extraArg \
CHOICE_SCRIPTS_ACTION( itemIndex, actionArg ) \
}


#define CHOICE_DVARYESNO( itemIndex, textArg, dvarArg, actionArg ) \
CHOICE_DVARYESNO_VIS( itemIndex, textArg, dvarArg, actionArg, 1 )

#define CHOICE_DVARYESNO_VIS( itemIndex, textArg, dvarArg, actionArg, visArg ) \
CHOICE_CAPTION_VIS( itemIndex, textArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_YESNO \
dvar dvarArg \
rect CHOICE_ORIGIN( itemIndex ) (CHOICE_SIZE_X+CHOICE_DVAR_WIDTH_OFFSET) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
textalign ITEM_ALIGN_MIDDLE_LEFT \
textalignx (CHOICE_SIZE_X+20)/*(-(CHOICE_TEXT_OFFSET_X))*/ \
textscale CHOICE_TEXTSIZE \
textstyle ITEM_TEXTSTYLE_SHADOWED \
style WINDOW_STYLE_FILLED \
forecolor CHOICE_TEXTCOLOR \
visible visArg \
CHOICE_SCRIPTS_ACTION( itemIndex, actionArg ) \
}

#define CHOICE_BIND( itemIndex, textArg, cmdArg, actionArg ) \
CHOICE_BIND_VIS( itemIndex, textArg, cmdArg, actionArg, 1, 1 )

#define CHOICE_BIND_VIS( itemIndex, textArg, cmdArg, actionArg, visArg, vis ) \
CHOICE_CAPTION_VIS( itemIndex, textArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_BIND \
dvar cmdArg \
rect CHOICE_ORIGIN( itemIndex ) (CHOICE_SIZE_X+120) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
textalign ITEM_ALIGN_MIDDLE_LEFT \
textalignx (CHOICE_SIZE_X+20)/*(-(CHOICE_TEXT_OFFSET_X))*/ \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
style WINDOW_STYLE_FILLED \
forecolor CHOICE_TEXTCOLOR \
visible visArg \
CHOICE_SCRIPTS_ALL( itemIndex, actionArg, show keyBindStatus, hide keyBindStatus ) \
}

#define CHOICE_BIND2( itemIndex, textArg, cmdArg, actionArg ) \
CHOICE_BIND2_VIS( itemIndex, textArg, cmdArg, actionArg, 1 )

#define CHOICE_BIND2_VIS( itemIndex, textArg, cmdArg, actionArg, visArg ) \
CHOICE_CAPTION_VIS( itemIndex, textArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_BIND2 \
dvar cmdArg \
rect CHOICE_ORIGIN( itemIndex ) (CHOICE_SIZE_X+120) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
textalign ITEM_ALIGN_MIDDLE_LEFT \
textalignx (CHOICE_SIZE_X+20)/*(-(CHOICE_TEXT_OFFSET_X))*/ \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
style WINDOW_STYLE_FILLED \
forecolor CHOICE_TEXTCOLOR \
visible visArg \
CHOICE_SCRIPTS_ALL( itemIndex, actionArg, show keyBindStatus, hide keyBindStatus ) \
}

#define CHOICE_BIND3( itemIndex, textArg, cmdArg, actionArg ) \
CHOICE_BIND3_VIS( itemIndex, textArg, cmdArg, actionArg, 1, 1 )

#define CHOICE_BIND3_VIS( itemIndex, textArg, cmdArg, actionArg, visArg, vis ) \
CHOICE_CAPTION_VIS22( itemIndex, textArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_BIND \
dvar cmdArg \
rect CHOICE_ORIGIN( itemIndex ) (CHOICE_SIZE_X+120) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
textalign ITEM_ALIGN_MIDDLE_LEFT \
textalignx (CHOICE_SIZE_X+20)/*(-(CHOICE_TEXT_OFFSET_X))*/ \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
style WINDOW_STYLE_FILLED \
forecolor CHOICE_TEXTCOLOR \
visible when(dvarInt("sub_menu") == 2 ); \ \
CHOICE_SCRIPTS_ALL( itemIndex, actionArg, show keyBindStatus, hide keyBindStatus ) \
}
#define CHOICE_CAPTION_VIS22( itemIndex, textArg, visArg ) \
CHOICE_CAPTION22_COLOR_VIS( itemIndex, textArg, CHOICE_TEXTCOLOR_CAPT, visArg )

#define CHOICE_CAPTION22_COLOR_VIS( itemIndex, textArg, colorArg, visArg ) \
CHOICE_BUTTON_BG( itemIndex, visArg ) \
CHOICE_HIGHLIGHT( itemIndex, 1 ) \
itemDef \
{ \
type ITEM_TYPE_BUTTON \
rect CHOICE_RECT( itemIndex ) \
exp text( textArg ); \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
textAlign CHOICE_TEXTALIGN \
textAlignX CHOICE_TEXT_OFFSET_X \
forecolor colorArg \
visible when(dvarInt("sub_menu") == 2 ); \
decoration \
}
#define CHOICE_BIND4( itemIndex, textArg, cmdArg, actionArg ) \
CHOICE_BIND4_VIS( itemIndex, textArg, cmdArg, actionArg, 1, 1 )

#define CHOICE_BIND4_VIS( itemIndex, textArg, cmdArg, actionArg, visArg, vis ) \
CHOICE_CAPTION_VIS44( itemIndex, textArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_BIND \
dvar cmdArg \
rect CHOICE_ORIGIN( itemIndex ) (CHOICE_SIZE_X+120) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
textalign ITEM_ALIGN_MIDDLE_LEFT \
textalignx (CHOICE_SIZE_X+20)/*(-(CHOICE_TEXT_OFFSET_X))*/ \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
style WINDOW_STYLE_FILLED \
forecolor CHOICE_TEXTCOLOR \
visible when(dvarInt("sub_menu") == 1 ); \ \
CHOICE_SCRIPTS_ALL( itemIndex, actionArg, show keyBindStatus, hide keyBindStatus ) \
}
#define CHOICE_CAPTION_VIS44( itemIndex, textArg, visArg ) \
CHOICE_CAPTION44_COLOR_VIS( itemIndex, textArg, CHOICE_TEXTCOLOR_CAPT, visArg )

#define CHOICE_CAPTION44_COLOR_VIS( itemIndex, textArg, colorArg, visArg ) \
CHOICE_BUTTON_BG( itemIndex, visArg ) \
CHOICE_HIGHLIGHT( itemIndex, 1 ) \
itemDef \
{ \
type ITEM_TYPE_BUTTON \
rect CHOICE_RECT( itemIndex ) \
exp text( textArg ); \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
textAlign CHOICE_TEXTALIGN \
textAlignX CHOICE_TEXT_OFFSET_X \
forecolor colorArg \
visible when(dvarInt("sub_menu") == 1 ); \
decoration \
}

#define CHOICE_CAPTION( itemIndex, textArg ) \
CHOICE_CAPTION_VIS( itemIndex, textArg, 1 )

#define CHOICE_CAPTION_COLOR( itemIndex, textArg, colorArg ) \
CHOICE_CAPTION_COLOR_VIS( itemIndex, textArg, colorArg, 1 )

#define CHOICE_CAPTION_VIS( itemIndex, textArg, visArg ) \
CHOICE_CAPTION_COLOR_VIS( itemIndex, textArg, CHOICE_TEXTCOLOR_CAPT, visArg )

#define CHOICE_CAPTION_COLOR_VIS( itemIndex, textArg, colorArg, visArg ) \
CHOICE_BUTTON_BG( itemIndex, visArg ) \
CHOICE_HIGHLIGHT( itemIndex, 1 ) \
itemDef \
{ \
type ITEM_TYPE_BUTTON \
rect CHOICE_RECT( itemIndex ) \
exp text( textArg ); \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
textAlign CHOICE_TEXTALIGN \
textAlignX CHOICE_TEXT_OFFSET_X \
forecolor colorArg \
visible visArg \
decoration \
}

#define CHOICE_TEXT_VIS( itemIndex, textArg, colorArg, visArg ) \
CHOICE_BUTTON_BG( itemIndex, visArg ) \
CHOICE_HIGHLIGHT( itemIndex, 1 ) \
itemDef \
{ \
type ITEM_TYPE_TEXT \
rect CHOICE_RECT( itemIndex ) \
exp text( textArg ); \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
textAlign CHOICE_TEXTALIGN \
textAlignX CHOICE_TEXT_OFFSET_X \
forecolor colorArg \
visible visArg \
decoration \
}

#define CHOICE_SUBTEXT_COLOR_VIS( itemIndex, textArg, colorArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_BUTTON \
rect CHOICE_RECT( itemIndex ) \
exp text( textArg ); \
textfont CHOICE_TEXTFONT \
textscale CHOICE_TEXTSIZE \
textstyle CHOICE_TEXTSTYLE \
textAlign ITEM_ALIGN_MIDDLE_LEFT \
forecolor colorArg \
visible visArg \
decoration \
}


#define CHOICE_SCRIPTS_ACTION( itemIndex, actionArg ) \
CHOICE_SCRIPTS_ALL( itemIndex, actionArg, ;, ; )



#define CHOICE_SCRIPTS_ALL( itemIndex, actionArg, onFocusArg, leaveFocusArg ) \
onFocus \
{ \
setLocalVarInt ui_highlight itemIndex; \
setLocalVarString ui_choicegroup CHOICE_GROUP; \
play CHOICE_FOCUS_SOUND setdvar vile_on_1 itemIndex; \
setdvar spin 0; \
onFocusArg \
} \
leaveFocus \
{ \
setLocalVarInt ui_highlight 0 setdvar bind_on_1 0; \
setdvar spin 0; \
leaveFocusArg \
} \
action \
{ \
play CHOICE_ACTION_SOUND ; \
actionArg; \
}


#define CHOICE_APPLY( textArg, actionArg ) \
CHOICE_APPLY_VIS( textArg, actionArg, 1 )

#define CHOICE_APPLY_VIS( textArg, actionArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_BUTTON \
rect 430 422 100 16 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
text textArg \
textfont UI_FONT_NORMAL \
textscale CHOICE_TEXTSIZE \
textstyle ITEM_TEXTSTYLE_SHADOWED \
textAlign ITEM_ALIGN_MIDDLE_CENTER \
forecolor COLOR_FOCUSED \
visible visArg ; \
action \
{ \
play "mouse_click"; \
actionArg; \
} \
}

#define CHOICE_BACK( textArg, actionArg ) \
CHOICE_BACK_VIS( textArg, actionArg, 1 )

#define CHOICE_BACK_VIS( textArg, actionArg, visArg ) \
itemDef \
{ \
type ITEM_TYPE_BUTTON \
rect 270 422 100 16 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN \
text textArg \
textfont UI_FONT_NORMAL \
textscale CHOICE_TEXTSIZE \
textstyle ITEM_TEXTSTYLE_SHADOWED \
textAlign ITEM_ALIGN_MIDDLE_CENTER \
forecolor COLOR_FOCUSED \
visible visArg ; \
action \
{ \
play "mouse_click"; \
actionArg; \
} \
}


#define CHOICE_FOOTNOTE( textArg, x, y ) \
CHOICE_FOOTNOTE_VIS( textArg, x, y, 1 )

#define CHOICE_FOOTNOTE_VIS( textArg, x, y, visArg ) \
itemDef \
{ \
text textArg \
rect FOOTNOTE_RECT( x, y ) \
autowrapped \
textfont CHOICE_TEXTFONT \
textscale TEXTSIZE_SMALL \
textstyle ITEM_TEXTSTYLE_SHADOWED \
textalign ITEM_ALIGN_TOP_LEFT \
visible visArg \
decoration \
}


#define CHOICE_KEYBINDHELP \
itemDef \
{ \
name keyBindStatus \
rect -190 -8 300 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_BOTTOM \
ownerdraw UI_KEYBINDSTATUS \
textstyle ITEM_TEXTSTYLE_SHADOWED \
style WINDOW_STYLE_FILLED \
backcolor 0 0 0 0 \
forecolor .9 .9 .9 1 \
border 0 \
bordercolor .5 .5 .5 .5 \
textscale TEXTSIZE_SMALL \
textalign ITEM_ALIGN_MIDDLE_LEFT \
visible 0 \
decoration \
}

#define COLUMN_TITLE_X 100
#define COLUMN_TITLE_Y (111+21)

#define LEADERBOARD_COL_TITLE( porgin, ptext, palign ) \
LEADERBOARD_COL_TITLE_VIS( porgin, ptext, palign, 1 )

#define LEADERBOARD_COL_TITLE_VIS( porgin, ptext, palign, visArg ) \
itemDef \
{ \
type ITEM_TYPE_TEXT \
origin porgin \
text ptext \
textscale TEXTSIZE_SMALL \
textfont UI_FONT_NORMAL \
textalign palign \
forecolor 1 1 1 1 \
visible visArg \
decoration \
}




put file in raw/ui

add this to mod csv
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line 317 you will see this
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that is hiding the little bar that shows up when your mouse cursor is over a menu option
change zeros to ones to make it show again

the advantages of having my setup_common
#1 you can track which menu option your mouse is over in GSC with checking this  dvar "vile_on_1"
#2 the whole entire screen is gridded out so you can add a menu button anywhere from top to bottom 20 buttons
and from left to right 500 or more give or take
#3 added to  button binds that can be hidden CHOICE_BIND3 set to show on dvar sub_menu  = 2 and CHOICE_BIND4 set to show on dvar sub_menu  = 3



just a menu with one sub menu
and itemDef I made myself
that makes it so any image you put there becomes a button regardless of shape and size
and you can have it do things when your mouse touches it leaves off of it and when you click it
like MenuResponse "??????"; to pick up in gsc see menu for use
or to make a keypad with a combination code like I did for my map

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replace all ????? with proper stuff
will add more soon



2
Mods / fully rigged & animated zombie boss pack
« on: February 21, 2018, 12:27:42 pm »
I've been helping a few people out on custom zombie bosses
so I decided to do a few zombie bosses that are not in any maps

everything here will be fully rigged animated and all files included to add to your map


#1
PICS
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vids
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this boss will have a sword and shoot projectiles and a few other special attacks
will be a HUD display of the bosses health

will add more an update this post as I finished the bosses

3
Mods Releases / Black Ops 3 dr. Monty's Factory 1.0
« on: December 14, 2017, 05:26:56 pm »
creds
me  ;D
more to add


if you use this or my method in anyway please give proper credit
it took me awhile to get the .menu file to communicate with GSC this way
and track what button your mouse is on in gsc  & more

decided to make a public release of this with every gobblegum in it
I'm just doing the factory and the gobblegum selection as close to Black Ops 3 so I can get it
I did not do the in-game machine
there's only one variable for each gum you have to pick up to know if the person has it
so adding it to your machine will be no problem


it's can be used across multiple Maps
if the same setup is used unchanged in multiple Maps you will have the same Goblin gum and same liquid divinium
so if you play one map with this setup and go to another you'll have the same thing you had on last no matter what map you play with this setup

things still to add
Everything Has No Limit I'm going to set a 250 cap on everything

pause menu screen  display to show  what five gum you picked will also have a set up for Easter egg stuff to be displayed as well if you like

the ingame gum meter

touch up some s to make it easier to add this to your machine


all install info in download folder
will add more set notes in soon


4
Help Desk / need help bad
« on: December 04, 2017, 08:19:02 am »
does anyone know how to get the save game to work
I got the menu to show up of all your saved games on the main menu to work
I'm trying to save devars that are set to keep track of how many gobblegums you have
I want to do it in the save so if you close the game or play another map and come back you can load your gum and how many liquid divinium you have back up

5
Mods / Black Ops 3 Style dr. Monty's 99% Beta released
« on: November 15, 2017, 01:44:37 am »
creds
me  ;D

if you use this or my method in anyway please give proper credit
it took me awhile to get the .menu file to communicate with GSC this way
and track what button your mouse is on in gsc  & more

I was making this for my map and decided to make a public release of it with every gobblegum in it
I like to get someone that actually has the whole machine ingame to share their files with me so I can Implement my system into theirs I'm just doing the factory and the gobblegum selection as close to Black Ops 3 so I can get it


time to work on picking the gum
test what i got so fare

all mega  & normal gum added


6

i have the .menu runing off gsc   im doing all the hud ing to run the
Factory and set the gum you pick just like bo3



I like to get someone's help that already made a goblin gum machine and s
so I can have the whole set up all in one
I'm almost done with the classic gum screen and selection setup

if you like to help pm me

7
Help Desk / need a script-er to make game types for a mod im doing
« on: November 13, 2017, 09:23:02 am »
need  a script-er to make game types for a mod im doing that can be used on any map
like to get a good gun game and what ever you like to make

8
      warning   do not Precache the pics  you use will get error in coop sooner or latter they will still show

you can set 5 difficulty levels from normal to what ever you name it the zoms  get more health and speed the harder the difficulty level you can add more in to happen easy
make a backup of both files before replacing the difficulty one is a default menu I changed
and it is not for zombie until now so after you're finished with your mod put it back
it is the difficulty menu that pops up when you play a new game






coop menu


how to add
download files put in raw/ui   look down if you want  solo and coop menu all in one   get 2nd download file

add this in mod csv

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the xboxlive_lobby.menu file line 294 change this
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coop start is what your naming

the difficulty.menu change
line 62 to 66
change all named
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its pic that shows when mouse is on that option

lines 78 to 85 change text
line 78 is the menu title basically where this is "^3The Higher The Stars The Harder The Game"
the rest
the names of your different difficulty levels


in zombie mode gsc look for this
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replace it all with this

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go to _zombiemode_spawner.gsc

delete this out its  right on top

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add this
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will look like this at top


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compile your mod and all done


all dun start coop game host picks what difficulty level  you play and then start game can add gametypes in to
any background picture or video will show on this screen now as well


both coop and solo set up

do every thing same but use these files 



but in this difficulty.menu
lines 83 to 87 is solo names
and put your dev map name where this is
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on each line
lines 89 to 93 are coop names

and in your main.menu where your solo lunch button is take this out
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mine looked like this
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after you take that out put this where that was

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will look like this

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warning   do not Precache the pics  you use will get error in coop sooner or latter they will still show

compile map
all dun when you click the solo  button the difficulty menu pops up when you click what you want it runs the game with difficulty set

9
redoing some of this menu is in its own menu file  by its self now

this part is for adding a  sub menu to your Main Menu 
warning   do not Precache the pics  you use will get error in coop sooner or latter they will still show
pics
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follow vid



menu
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main menu button code
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this part is for adding sub menus to the  menu game types[like gun game] ,normal , hard mode[zombies  get more heath per round]



sub menu dvars i used in vid
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this part is  for adding new button to your mod to pick up in gsc

1st way adds it to controller settings combat less steps  and easy even for noobs


pic
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replace this
^3your button name here

the ^3 is for color of text

step 2
add this to mod.csv
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step 3

setting up the GSc to be notified of the button being pressed
you set with new button you set on the main menu in game // just click it in game on mane menu  and push a button dont use already used buttons when you make your mod every player will need to set what ever buttons they want
will notified  a gsc the same no matter what is picked

in gsc use this setup to pick up the new button being pressed and what you want in it and it can be looped

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thats it all dun build your mod set button on main menu go in game test your new button out
if used cred all above in creds

[/spoiler]



2nd way is more steps  but adds new button to main menu & BluntStuffy did a tut on this 1st
pic

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will look like this but a number where ? is mine is on line 523 yours will be  around same place i added other stuff to my main.menu needs to be under #ifdef PC some ways down


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step 2
put this right above it
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you see where the ? is put the number that this has there in the CHOICE_BIND where its ? is then make  the CHOICE_BUTTON_VIS ? one number bigger
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will look something like this
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where this is put what you want it to show in game on main menu in this part "button name here"

save the main.menu file and close it

step 3

put this in mod.csv if your dont have a  one  // if you do this should be dun already for your menu file
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step 4
setting up the GSc to be notified of the button being pressed
you set with new button you set on the main menu in game // just click it in game on mane menu  and push a button dont use already used buttons when you make your mod every player will need to set what ever buttons they want
will notified  a gsc the same no matter what is picked

in gsc use this setup to pick up the new button being pressed and what you want in it and it can be looped

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warning   do not Precache the pics  you use will get error in coop sooner or latter they will still show
thats it all dun build your mod set button on main menu go in game test your new button out
if used cred all above in creds

more getting added to  tut soon[/spoiler]

10
its where i  find mine 
and if you're just looking for people to play they got that too
https://discordapp.com/invite/PncbcvT

11
Help Desk / setClientDvar help
« on: October 30, 2017, 09:29:21 am »
i have lots of ClientDvar that dont work  4 me
self setClientDvar("jump_height ", "999" );
self setClientDvar("player_swimTime ", "999 " );
and others
they will set if i use the modmenu set up in common.ff but not the ones i set in my mod it self
any help will do

12
I like to know how to add Collision to my custom zombies
so I can shoot them bullets go right through them whether they're custom FX or normal guns
I even put surface Types on the materials no luck

i do this
https://prnt.sc/gx6fez

get this error
my model has no errors on no Mash in maya
https://prnt.sc/gx69dg


13
creds offthewall


been asked several times when I'm going to make this tutorials I went ahead and did it
this tutorial covers how to auto rig a character or ai model or use a already rigged character from Maximo 100% free

this is the original way I was doing my models before I found out I can get the Bones from Xenoverse
and got help from offthewall

things you will need

maya with codtools
Adobe account its free  // to log in here with and use auto rig 100% free with  Adobe account
on this site      https://www.mixamo.com/#/

just follow my video tutorial and my files are included






this only covers animation


my files

do not leave any of my animations in if you use my files
you may get an error for not having them wen building your map

how to play World model aka third person animation through GSC
self playeranimscriptevent( "event name " );   // event name not anime

if you run into any problems I'll be more than happy to help just PM me or comment here

14
my rotate tool in Maya is messed up all someone has to do is reset the skin weights to zero on the shoulder pads
the influences are coming from chest bone and the arm bones it's 4 models in all that need the shoulder pads fixed
whoever helps me will get their name added to the VIP list you will start with a senzu Bean full super a lot of ki and other  little extras I would like whoever does it to have maya 2015 or better so I don't have to do a lot of files to send ty for looking at this post



15
Help Desk / need help playen anime on custom zombie
« on: October 05, 2017, 09:54:07 am »


need help i mad ai zombies with my bones not cod just got cod bones i need 2 not a get error
i need to no how to set up the anime for it the walk shoot and run i looked at dogs and other stuff to not see how help if you can ty

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