name CUSTOM_NAME - This allows you to name the item so you can use it in the furure.
Example:
text TEXT - This allows you to make a text item. (
Only works for text items. )
Example:
ownerdraw TEXT - This allows you to use a engine variable as text.
type TYPE_OF_ITEM - This allows you to choose the item text. Here is the full list of types of items.
Example:
All Options for this:
ITEM_TYPE_TEXT 0 // simple text
ITEM_TYPE_BUTTON 1 // button, basically text with a border
ITEM_TYPE_RADIOBUTTON 2 // toggle button, may be grouped
ITEM_TYPE_CHECKBOX 3 // check box
ITEM_TYPE_EDITFIELD 4 // editable text, associated with a dvar
ITEM_TYPE_COMBO 5 // drop down list
ITEM_TYPE_LISTBOX 6 // scrollable list
ITEM_TYPE_MODEL 7 // model
ITEM_TYPE_OWNERDRAW 8 // owner draw, name specs what it is
ITEM_TYPE_NUMERICFIELD 9 // editable text, associated with a dvar
ITEM_TYPE_SLIDER 10 // mouse speed, volume, etc.
ITEM_TYPE_YESNO 11 // yes no dvar setting
ITEM_TYPE_MULTI 12 // multiple list setting, enumerated
ITEM_TYPE_DVARENUM 13 // multiple list setting, enumerated from a d
ITEM_TYPE_BIND 14 // bind
ITEM_TYPE_MENUMODEL 15 // special menu model
ITEM_TYPE_VALIDFILEFIELD 16 // text must be valid for use in a dos filena
ITEM_TYPE_DECIMALFIELD 17 // editable text, associated with a dvar, whi
ITEM_TYPE_UPREDITFIELD 18 // editable text, associated with a dvar
ITEM_TYPE_GAME_MESSAGE_WINDOW 19 // game message window
ITEM_TYPE_SCALEFORM 20 // Flash movie for Scaleform GFx
ITEM_TYPE_BIND2 21 // bind2
textscale SCALE_0-1 - Allows you to change the size of the text using a decimal value between 0 and 1. This also has some preset variables.
Example:
All Options for this:
TEXTSIZE_SMALL FONTSCALE_SMALL // small
TEXTSIZE_SMALL_SS (FONTSCALE_SMALL*2) // smallest
TEXTSIZE_DEFAULT FONTSCALE_NORMAL // normal
TEXTSIZE_DEFAULT_SS (FONTSCALE_NORMAL*2) // smaller than normal
TEXTSIZE_TITLE FONTSCALE_BIG // large
TEXTSIZE_TITLE_SS 1 // smaller than large
style STYLE_TYPE - Allows you to change the style the object is displayed as.
Example:
All Options for this:
ITEM_TEXTSTYLE_NORMAL 0 // normal text
ITEM_TEXTSTYLE_BLINK 1 // fast blinking
ITEM_TEXTSTYLE_SHADOWED 3 // drop shadow ( need a color for this )
ITEM_TEXTSTYLE_SHADOWEDMORE 6 // drop shadow ( need a color for this )
ITEM_TEXTSTYLE_MONOSPACE 128
textfont FONT_NAME - Allows you to change the font it is displayed as.
Example:
All Options for this:
UI_FONT_DEFAULT 0 // auto-chose betwen big/reg/small
UI_FONT_NORMAL 1
UI_FONT_BIG 2
UI_FONT_SMALL 3
UI_FONT_BOLD 4
UI_FONT_CONSOLE 5
UI_FONT_OBJECTIVE 6
UI_FONT_MAX 6
rect COORDINENTS - Allows you to position the item on the screen. The positioning is a set of 4-6 numbers. The numbers go as: Xpos Ypos Xsize Ysize XOrgin YOrgin.
Example:
textalign POSITION_OF_TEXT - This allows you to choose which side of the text box should the text be displayed on.
Example:
All Options for this:
ITEM_ALIGN_LEFT 0 // aligns left of text to left of containing rectangle
ITEM_ALIGN_CENTER 1 // aligns center of text to center of containing rectangle
ITEM_ALIGN_RIGHT 2 // aligns right of text to right of containing rectangle
ITEM_ALIGN_X_MASK 3
ITEM_ALIGN_LEGACY 0 // aligns bottom of text to top of containing rectangle
ITEM_ALIGN_TOP 4 // aligns top of text to top of containing rectangle
ITEM_ALIGN_MIDDLE 8 // aligns middle of text to middle of containing rectangle
ITEM_ALIGN_BOTTOM 12 // aligns bottom of text to bottom of containing rectangle
ITEM_ALIGN_Y_MASK 12
ITEM_ALIGN_LEGACY_LEFT 0
ITEM_ALIGN_LEGACY_CENTER 1
ITEM_ALIGN_LEGACY_RIGHT 2
ITEM_ALIGN_TOP_LEFT 4
ITEM_ALIGN_TOP_CENTER 5
ITEM_ALIGN_TOP_RIGHT 6
ITEM_ALIGN_MIDDLE_LEFT 8
ITEM_ALIGN_MIDDLE_CENTER 9
ITEM_ALIGN_MIDDLE_RIGHT 10
ITEM_ALIGN_BOTTOM_LEFT 12
ITEM_ALIGN_BOTTOM_CENTER 13
ITEM_ALIGN_BOTTOM_RIGHT 14
forecolor COLOR_CODE - Changes the color of the item.
Example:
visible TRUE_/_FALSE - Allows you to hide an item/menu.
Example:
All Options for this:
1 // visible
0 // not visible
true // visible
false // not visible
visible when ( CONDITION ) - Allows you to hide an item/menu untill a condition is met.
Example:
All Options for this:
dvarint( DVAR ) == VALUE \\ I use ==, but you can use any math operation
stat( STAT_NUM ) == VALUE \\ I use ==, but you can use any math operation
dvarBool( DVAR ) \\ Shows when it is true
dvarBool( !DVAR ) \\ Shows when it is false
group GROUP_NAME - Allows you to group objects to share properties.
Example:
border TRUE_/_FALSE_/_BORDERSTYLE - Allows a border to be drawn around the item.
Example:
All Options for this:
WINDOW_BORDER_NONE 0 // no border
WINDOW_BORDER_FULL 1 // full border based on border color ( single pixel )
WINDOW_BORDER_HORZ 2 // horizontal borders only
WINDOW_BORDER_VERT 3 // vertical borders only
WINDOW_BORDER_KCGRADIENT 4 // horizontal border using the gradient bars
WINDOW_BORDER_RAISED 5 // darken the bottom and right sides of the border
WINDOW_BORDER_SUNKEN 6 // darken the top and left sides of the border
bordersize COLOR_CODE - Allows you to change the thickness of the border. This is a percentage value from 0 to 1. (
You must have a border on for this to be visible. )
Example:
bordercolor COLOR_CODE - This allows you to change the color of the border. (
You must have a border on for this to be visible. )
Example:
backcolor COLOR_CODE - This allows you to change the background color.
Example:
background MATERIAL_NAME - This allows you to choose the material that is displayed. (
The material MUST be a 2D Material and the item must an image type. )
Example:
focusColor COLOR_CODE - This allows you to change the color when you are hovering over the item. (
This ONLY works with specific item types. )
Example:
fullscreen TRUE_/_FALSE - This allows you to make the item fill the whole screen. This is only usefull for images.
Example:
exp VARIES - This allows you to use a variable as an value.
origin COORDINENTS - This allows you to change the origin of the object.
Example:
setfocus ITEM_NAME - Highlights a certain menu item.
Example:
blurWorld VALUE_0_/_1 - This allows you to blur the screen in a percentage value between 0 and 10.
Example: