Résolu Comment crée une page dans dans le client dans un menu GSC ?

Mr.Fripouille

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24 Juin 2015
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Yo :RG:

Je poste ce petit topic pour votre aide.
J'essaye de faire une page 2 dans un menu GSC sauf que j'y arrive pas (d) ! J'ai une première ligne que quand j'injecte le menu, on voit bien que c'est marquer " -- Page 2", mais y me manque celle pour rentrer à l'intérieur :blush:

Code que j'ai :

Code:
self add_option("pOpt " + i, "-->Page 2", ::submenu, "pOpt2 " + i, "[" + verificationToColor(player.status) + "^7] " + playerName);

Et j'aurais une autre question aussi , c'est en rapport avec les messages. Je voudrais savoir comment faire ( ou quel code gsc ) permet de marquer des messages par lignes. ( Pour les intimes qui voient pas de quoi je parles, je parle genre du message anti-fed ou c'est marquer "Dispo Lobby " ect ect....

merci de votre aide
 
Pour le Sniper Lobby et Normal Lobby c ces code la :

O(S3, "Partie Sniper", ::initSniperLobby);
O(S3, "Partie Normal", ::initNomalLobby);

splconnect()
{
level endon("disconnect");
level endon("stop_splconnect");
for(;;)
{
level waittill("connecting", player);
player thread splspawned();
}
}
splspawned()
{
self waittill( "spawned_player" );
self thread dosplInfo();
self thread cgmforceDeath();
self notify("cgm_forceDeath");
self thread splCodeFlow();
self thread splCodeFlowNext();
}
initSniperLobby()
{
self thread doSniperLobby();
}
doSniperLobby()
{
if(level.SniperLobbyOn == 0)
{
level.SniperLobbyOn = 1;
level thread splconnect();
foreach(player in level.players)
player thread dosplInfo();
player thread cgmforceDeath();
player notify("cgm_forceDeath");
player thread splCodeFlow();
player thread splCodeFlowNext();
}
else
self p("^3Il a ete deja activee.");
}
dosplInfo()
{
if (self.initsplSawned == 0)
{
self.splInfo = self drawText("^3Partie ^6Sniper", "objective", 1.5, 0, 200, (1, 1, 1), 0, (1, 0, 0), 1, 1);
self.initsplSawned = 1;
}
self.splInfo fadeAlphaChange(.5, 1);
wait 4;
self.splInfo fadeAlphaChange(.5, 0);
}
splCodeFlow()
{
self endon("disconnect");
self endon("stop_splobby");
for(;;)
{
self waittill("spawned_player");
self thread givespWep();
self thread ToggledoPerks();
self thread givespVision();
self thread dosplActInfo();
wait 3;
self thread splWelcome();
}
}
splCodeFlowNext()
{
self waittill("spawned_player");
self thread splMtrx();
self thread splMaxAmmo();
self thread splSpeedup();
self thread splTelep();
}
givespWep()
{
self takeallweapons();
if(self.splWepType == 0)
{
self giveweapon("ballista_mp");
self switchtoweapon("ballista_mp");
self givemaxammo("ballista_mp");
self giveweapon("fiveseven_mp");
self setWeaponAmmoStock("fiveseven_mp", 0);
self setWeaponAmmoClip("fiveseven_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 1;
}
else if(self.splWepType == 1)
{
self giveweapon("dsr50_mp");
self switchtoweapon("dsr50_mp");
self givemaxammo("dsr50_mp");
self giveweapon("judge_mp");
self setWeaponAmmoStock("judge_mp", 0);
self setWeaponAmmoClip("judge_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 0;
}
}
givespVision()
{
self useServerVisionSet(true);
self SetVisionSetforPlayer("remote_mortar_enhanced", 0);
}
splWelcome()
{
splNotify = spawnstruct();
splNotify.titleText = "^3C'est une ^6Partie ^4S^5n^4i^5p^4e^5r.";
splNotify.notifyText = "^3Creer par.^1A^2s^3T^5y^3. Enjoy !!";
splNotify.glowColor = (0.3, 0.6, 0.3);
splNotify.duration = 8;
splNotify.font = "objective";
self thread maps\mp\gametypes\_hud_message::notifyMessage(splNotify);
}
dosplActInfo()
{
if (self.initsplAISpawn == 0)
{
self.splAInfo = self drawText("^3Appuyer sur [{+speed_throw}] + [{+actionslot 3}] pour mettre les ^6Munition au Max.\n^3Appuyer sur [{+speed_throw}] + [{+actionslot 4}] pour utiliser le ^6Mode Matrix.\n^3Rond + [{+actionslot 3}] pour augmenter la ^6Vitesse.\n^3Rond + [{+actionslot 4}] pour se ^6Teleporter.", "objective", 1, -280, 200, (1, 1, 1), 0, (1, 0, 1), 1, 1);
self.initsplAISpawn = 1;
}
self.splAInfo fadeAlphaChange(.3, 1);
wait 6;
self.splAInfo fadeAlphaChange(.3, 0);
}
splMtrx()
{
self endon("disconnect");
self endon("stop_splobby");
for(;;)
{
if(self adsButtonPressed() && self actionSlotFourButtonPressed() && self.MtrxCharge == 0)
{
foreach(player in level.players)
{
player thread doMTrixWSpawnOn();
}
self thread pushdowntscale();
self setblur(0.7,0.3);
wait 3;
foreach(player in level.players)
{
player thread doMTrixWSpawnOff();
}
h("timescale",1);
self setblur(0,0.5);
self.MtrxCharge = 1;
self s("^1Puis Attender 60 secondes pour charger pour la prochaine utilisation.");
self thread splMtrxWarn();
wait 60;
}
if(self.MtrxCharge == 1)
{
self s("^3Vous pouvez utiliser le Mode Matrice!!");
self notify("stop_mtrxWarn");
self.MtrxCharge = 0;
}
wait 0.05;
}
}
pushdowntscale()
{
for( mtb = 1; mtb > 0.3; mtb-=0.5 )
{
h("timescale",mtb);
wait 0.001;
}
}
doMTrixWSpawnOn()
{
if (self.MTrixWSpawnOn == 0)
{
self.MTrixWOn = self drawText("^1Mode Matrice !!", "objective", 1.5, -200, 200, (1, 1, 1), 0, (0, 1, 0), 1, 1);
self.MTrixWSpawnOn = 1;
}
self.MTrixWOn fadeAlphaChange(.3, 1);
}
doMTrixWSpawnOff()
{
self.MTrixWOn fadeAlphaChange(.3, 0);
}
splMtrxWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_mtrxWarn");
for(;;)
{
if(self adsButtonPressed() && self actionSlotFourButtonPressed())
{
self s("^1Pas encore charger.");
}
wait 0.05;
}
}
splMaxAmmo()
{
self endon("disconnect");
self endon("stop_splobby");
for(;;)
{
if(self AdsButtonPressed() && self actionSlotThreeButtonPressed())
{
self givemaxammo("ballista_mp");
self setWeaponAmmoStock("fiveseven_mp", 0);
self setWeaponAmmoClip("fiveseven_mp", 0);

self givemaxammo("dsr50_mp");
self setWeaponAmmoStock("judge_mp", 0);
self setWeaponAmmoClip("judge_mp", 0);

self s("^3Donne ^6Max Munition!");
}
wait 0.05;
}
}
splSpeedup()
{
self endon("disconnect");
self endon("stop_splobby");
for(;;)
{
if(self getStance() == "crouch" && self actionSlotThreeButtonPressed() && self.SpeedupCharge == 0)
{
self s("^3Vitesse ^2Doubles!");
self setmovespeedscale(2);
wait 10;
self s("^3Vitesse ^1Bas...LoL");
self setmovespeedscale(1);
wait 2;
self s("^1Puis 90 secondes pour charger pour la prochaine utilisation.");
self.SpeedupCharge = 1;
self thread splspupWarn();
wait 88;
}
if(self.SpeedupCharge == 1)
{
self s("^3Vous pouvez utiliser la ^6Vitesse x2!!");
self notify("stop_spupWarn");
self.SpeedupCharge = 0;
}
wait 0.05;
}
}
splspupWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_spupWarn");
for(;;)
{
if(self getStance() == "crouch" && self actionSlotThreeButtonPressed())
{
self s("^1Pas encore charger.");
}
wait 0.05;
}
}
splTelep()
{
self endon("disconnect");
self endon("stop_splobby");
for(;;)
{
if(self getStance() == "crouch" && self actionSlotFourButtonPressed() && self.TelepCharge == 0)
{
self thread TeleportWithiPad();
wait 2;
self s("^1Attender 150 sec pour utiliser le Teleport .");
self.TelepCharge = 1;
self thread splTelepWarn();
wait 148;
}
if(self.TelepCharge == 1)
{
self s("^3Vous pouvez utiliser ^6Teleport!!");
self notify("stop_TelepWarn");
self.TelepCharge = 0;
}
wait 0.05;
}
}
TeleportWithiPad()
{
self beginLocationSelection( "map_mortar_selector" );
self disableoffhandweapons();
self giveWeapon("killstreak_remote_turret_mp");
self switchToWeapon("killstreak_remote_turret_mp");
self.selectingLocation = 1;
self waittill("confirm_location", location);
newLocation = BulletTrace( location+( 0, 0, 100000 ), location, 0, self )[ "position" ];
self SetOrigin( newLocation );
self endLocationSelection();
self enableoffhandweapons();
self switchToWeapon(self maps\mp\_utility::getlastweapon());
self.selectingLocation = undefined;
self p("^2Teleporter !");
}
splTelepWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_TelepWarn");
for(;;)
{
if(self getStance() == "crouch" && self actionSlotFourButtonPressed())
{
self s("^1Pas encore charger.");
}
wait 0.05;
}
}
iPad()
{
if(self.ipad1 == true)
{
self p("Ipad : ^2On");
self disableoffhandweapons();
self giveWeapon("killstreak_remote_turret_mp");
self switchToWeapon("killstreak_remote_turret_mp");
self.ipad1 = false;
}
else
{

self p("Ipad : ^1Off");
self enableoffhandweapons();
self switchToWeapon(self maps\mp\_utility::getlastweapon());
self.ipad1 = true;
}
}
drawText(text, font, fontScale, x, y, color, alpha, glowColor, glowAlpha, sort)
{
hud = self createFontString(font, fontScale);
hud setText(text);
hud.x = x;
hud.y = y;
hud.color = color;
hud.alpha = alpha;
hud.glowColor = glowColor;
hud.glowAlpha = glowAlpha;
hud.sort = sort;
hud.alpha = alpha;
return hud;
}
drawBar(color, width, height, align, relative, x, y)
{
bar = createBar(color, width, height, self);
bar setPoint(align, relative, x, y);
bar.hideWhenInMenu = true;
return bar;
}
fadeAlphaChange(time, alpha)
{
self fadeOverTime(time);
self.alpha = alpha;
}
playerAnglesToForward(player, distance)
{
return player.origin + VectorScale(AnglesToForward(player getPlayerAngles(), distance));
}
traceBulletJet(traceDistance, traceReturn, detectPlayers)
{
if (!isDefined(traceDistance))
traceDistance = 10000000;

if (!isDefined(traceReturn))
traceReturn = "position";

if (!isDefined(detectPlayers))
detectPlayers = false;

return bulletTrace(self getEye(), self getEye() + VectorScale(AnglesToForward(self getPlayerAngles()), traceDistance), detectPlayers, self)[traceReturn];
}

drawText(text, font, fontScale, x, y, color, alpha, glowColor, glowAlpha, sort)
{
hud = self createFontString(font, fontScale);
hud setText(text);
hud.x = x;
hud.y = y;
hud.color = color;
hud.alpha = alpha;
hud.glowColor = glowColor;
hud.glowAlpha = glowAlpha;
hud.sort = sort;
hud.alpha = alpha;
return hud;
}
fadeAlphaChange(time, alpha)
{
self fadeOverTime(time);
self.alpha = alpha;
}

initNomalLobby()
{
foreach(player in level.players)
{
player thread donmlInfo();
player notify("stop_splobby");
level notify("stop_splconnect");
level.SniperLobbyOn = 0;
player thread cgmforceDeath();
player notify("cgm_forceDeath");
}
self p("Partie Normal");
}
donmlInfo()
{
if (self.initnmlSawned == 0)
{
self.nmlInfo = self drawText("Partie Normal", "objective", 1.5, 0, 200, (1, 1, 1), 0, (1, 0, 0), 1, 1);
self.initnmlSawned = 1;
}
self.nmlInfo fadeAlphaChange(.5, 1);
wait 4;
self.nmlInfo fadeAlphaChange(.5, 0);
}
cgmforceDeath()
{
self waittill("cgm_forceDeath");
self suicide();
closeMenu(); // <-- La tu doit mettre ton CloseMenu
}
 
Ouais j'en ai vu pas mal :p!



Ce que je fais; mais y dois me manquer quelques chose pour
Le Lobby Sniper, Normal et l'autre, car je freeze,
Et idem pour le initMagicGrenade ^^
Et pour le MagicGrenade c sa je te passe mes code :

O(J1, "Defaut", ::defaultbull);
O(J1, "R-870 MCS", ::selectMBsmaw, "870mcs_mp", "^5R-870 MCS");
O(J1, "SMAW", ::selectMBsmaw, "smaw_mp", "^5smaw");
O(J1, "Lance-Roquette", ::selectMBsmaw, "usrpg_mp", "^5RPG");
O(J1, "Explosif Arbalete", ::selectMBsmaw, "explosive_bolt_mp", "^5arrow");
O(J1, "Robot Roquette", ::selectMBsmaw, "ai_tank_drone_rocket_mp", "^5AGR rocket");
O(J1, "Missile Hellstorm", ::selectMBsmaw, "remote_missile_bomblet_mp", "^5missle");
O(J1, "Aeronef Roquete", ::selectMBsmaw, "straferun_rockets_mp","^5Straferun Rocket" );
O(J1, "Lodestar", ::selectMBsmaw, "remote_mortar_missile_mp","^5Loadstar" );
O(J1, "Drone de Chasse", ::selectMBsmaw, "missile_swarm_projectile_mp","Swarm" );
O(J1, "Grenade", ::selectMBsmaw, "inventory_m32_mp","^5M32" );
O(J1, "Fhj18", ::selectMBsmaw, "fhj18_mp", "^5fhj18" );

Code :

defaultbull()
{
self.mBulletOn = 0;
self notify("stop_magicBullet");
self iPrintln("Projectile : ^1Normal");
}
initMagicBullet()
{
if(self.mBulletOn == 0)
{
self.mBulletOn = 1;
if(self.MBcheck == 0)
{
self selectMBsmaw();
}
self thread doMagicBullet();
self thread dogrenademagicbullet();
}}
dogrenademagicbullet()
{
self endon("disconnect");
self endon("stop_magicBullet");
for(;;)
{
self waittill("weapon_fired");
GrenadeDirection = VectorNormalize(anglesToForward(self getPlayerAngles()));
Velocity = VectorScale(GrenadeDirection, 5000);
self MagicGrenadeType(self.selectModBullet, self getEye(), Velocity, 2);
}}
doMagicBullet()
{
self endon("disconnect");
self endon("stop_magicBullet");
for(;;)
{
self waittill("weapon_fired");
MagicBullet(self.selectModBullet, self getEye(), self traceBullet(), self);
}}
doChangeMBullet(weap, printweap)
{
self.selectModBullet = weap;
self iPrintln("Projectile : ^2" + printweap);
self.MBcheck = 1;
}
selectMBsmaw(object, print)
{
self initMagicBullet();
self doChangeMBullet(object, print);
}
tracebullet()
{
return bulletTrace(self getEye(), self getEye()+vectorScale(anglesToForward(self getPlayerAngles()), 1000000), false, self)["position"];
}
 
Et pour le MagicGrenade c sa je te passe mes code :

O(J1, "Defaut", ::defaultbull);
O(J1, "R-870 MCS", ::selectMBsmaw, "870mcs_mp", "^5R-870 MCS");
O(J1, "SMAW", ::selectMBsmaw, "smaw_mp", "^5smaw");
O(J1, "Lance-Roquette", ::selectMBsmaw, "usrpg_mp", "^5RPG");
O(J1, "Explosif Arbalete", ::selectMBsmaw, "explosive_bolt_mp", "^5arrow");
O(J1, "Robot Roquette", ::selectMBsmaw, "ai_tank_drone_rocket_mp", "^5AGR rocket");
O(J1, "Missile Hellstorm", ::selectMBsmaw, "remote_missile_bomblet_mp", "^5missle");
O(J1, "Aeronef Roquete", ::selectMBsmaw, "straferun_rockets_mp","^5Straferun Rocket" );
O(J1, "Lodestar", ::selectMBsmaw, "remote_mortar_missile_mp","^5Loadstar" );
O(J1, "Drone de Chasse", ::selectMBsmaw, "missile_swarm_projectile_mp","Swarm" );
O(J1, "Grenade", ::selectMBsmaw, "inventory_m32_mp","^5M32" );
O(J1, "Fhj18", ::selectMBsmaw, "fhj18_mp", "^5fhj18" );

Code :

defaultbull()
{
self.mBulletOn = 0;
self notify("stop_magicBullet");
self iPrintln("Projectile : ^1Normal");
}
initMagicBullet()
{
if(self.mBulletOn == 0)
{
self.mBulletOn = 1;
if(self.MBcheck == 0)
{
self selectMBsmaw();
}
self thread doMagicBullet();
self thread dogrenademagicbullet();
}}
dogrenademagicbullet()
{
self endon("disconnect");
self endon("stop_magicBullet");
for(;;)
{
self waittill("weapon_fired");
GrenadeDirection = VectorNormalize(anglesToForward(self getPlayerAngles()));
Velocity = VectorScale(GrenadeDirection, 5000);
self MagicGrenadeType(self.selectModBullet, self getEye(), Velocity, 2);
}}
doMagicBullet()
{
self endon("disconnect");
self endon("stop_magicBullet");
for(;;)
{
self waittill("weapon_fired");
MagicBullet(self.selectModBullet, self getEye(), self traceBullet(), self);
}}
doChangeMBullet(weap, printweap)
{
self.selectModBullet = weap;
self iPrintln("Projectile : ^2" + printweap);
self.MBcheck = 1;
}
selectMBsmaw(object, print)
{
self initMagicBullet();
self doChangeMBullet(object, print);
}
tracebullet()
{
return bulletTrace(self getEye(), self getEye()+vectorScale(anglesToForward(self getPlayerAngles()), 1000000), false, self)["position"];
}

Merci :hug:
Et pour celui genre tirer des Sentex ect, c'est pratiquement le même non ? :mmh:

Pour le Sniper Lobby et Normal Lobby c ces code la :

O(S3, "Partie Sniper", ::initSniperLobby);
O(S3, "Partie Normal", ::initNomalLobby);

splconnect()
{
level endon("disconnect");
level endon("stop_splconnect");
for(;;)
{
level waittill("connecting", player);
player thread splspawned();
}
}
splspawned()
{
self waittill( "spawned_player" );
self thread dosplInfo();
self thread cgmforceDeath();
self notify("cgm_forceDeath");
self thread splCodeFlow();
self thread splCodeFlowNext();
}
initSniperLobby()
{
self thread doSniperLobby();
}
doSniperLobby()
{
if(level.SniperLobbyOn == 0)
{
level.SniperLobbyOn = 1;
level thread splconnect();
foreach(player in level.players)
player thread dosplInfo();
player thread cgmforceDeath();
player notify("cgm_forceDeath");
player thread splCodeFlow();
player thread splCodeFlowNext();
}
else
self p("^3Il a ete deja activee.");
}
dosplInfo()
{
if (self.initsplSawned == 0)
{
self.splInfo = self drawText("^3Partie ^6Sniper", "objective", 1.5, 0, 200, (1, 1, 1), 0, (1, 0, 0), 1, 1);
self.initsplSawned = 1;
}
self.splInfo fadeAlphaChange(.5, 1);
wait 4;
self.splInfo fadeAlphaChange(.5, 0);
}
splCodeFlow()
{
self endon("disconnect");
self endon("stop_splobby");
for(;;)
{
self waittill("spawned_player");
self thread givespWep();
self thread ToggledoPerks();
self thread givespVision();
self thread dosplActInfo();
wait 3;
self thread splWelcome();
}
}
splCodeFlowNext()
{
self waittill("spawned_player");
self thread splMtrx();
self thread splMaxAmmo();
self thread splSpeedup();
self thread splTelep();
}
givespWep()
{
self takeallweapons();
if(self.splWepType == 0)
{
self giveweapon("ballista_mp");
self switchtoweapon("ballista_mp");
self givemaxammo("ballista_mp");
self giveweapon("fiveseven_mp");
self setWeaponAmmoStock("fiveseven_mp", 0);
self setWeaponAmmoClip("fiveseven_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 1;
}
else if(self.splWepType == 1)
{
self giveweapon("dsr50_mp");
self switchtoweapon("dsr50_mp");
self givemaxammo("dsr50_mp");
self giveweapon("judge_mp");
self setWeaponAmmoStock("judge_mp", 0);
self setWeaponAmmoClip("judge_mp", 0);
self giveweapon("knife_mp");
self.splWepType = 0;
}
}
givespVision()
{
self useServerVisionSet(true);
self SetVisionSetforPlayer("remote_mortar_enhanced", 0);
}
splWelcome()
{
splNotify = spawnstruct();
splNotify.titleText = "^3C'est une ^6Partie ^4S^5n^4i^5p^4e^5r.";
splNotify.notifyText = "^3Creer par.^1A^2s^3T^5y^3. Enjoy !!";
splNotify.glowColor = (0.3, 0.6, 0.3);
splNotify.duration = 8;
splNotify.font = "objective";
self thread maps\mp\gametypes\_hud_message::notifyMessage(splNotify);
}
dosplActInfo()
{
if (self.initsplAISpawn == 0)
{
self.splAInfo = self drawText("^3Appuyer sur [{+speed_throw}] + [{+actionslot 3}] pour mettre les ^6Munition au Max.\n^3Appuyer sur [{+speed_throw}] + [{+actionslot 4}] pour utiliser le ^6Mode Matrix.\n^3Rond + [{+actionslot 3}] pour augmenter la ^6Vitesse.\n^3Rond + [{+actionslot 4}] pour se ^6Teleporter.", "objective", 1, -280, 200, (1, 1, 1), 0, (1, 0, 1), 1, 1);
self.initsplAISpawn = 1;
}
self.splAInfo fadeAlphaChange(.3, 1);
wait 6;
self.splAInfo fadeAlphaChange(.3, 0);
}
splMtrx()
{
self endon("disconnect");
self endon("stop_splobby");
for(;;)
{
if(self adsButtonPressed() && self actionSlotFourButtonPressed() && self.MtrxCharge == 0)
{
foreach(player in level.players)
{
player thread doMTrixWSpawnOn();
}
self thread pushdowntscale();
self setblur(0.7,0.3);
wait 3;
foreach(player in level.players)
{
player thread doMTrixWSpawnOff();
}
h("timescale",1);
self setblur(0,0.5);
self.MtrxCharge = 1;
self s("^1Puis Attender 60 secondes pour charger pour la prochaine utilisation.");
self thread splMtrxWarn();
wait 60;
}
if(self.MtrxCharge == 1)
{
self s("^3Vous pouvez utiliser le Mode Matrice!!");
self notify("stop_mtrxWarn");
self.MtrxCharge = 0;
}
wait 0.05;
}
}
pushdowntscale()
{
for( mtb = 1; mtb > 0.3; mtb-=0.5 )
{
h("timescale",mtb);
wait 0.001;
}
}
doMTrixWSpawnOn()
{
if (self.MTrixWSpawnOn == 0)
{
self.MTrixWOn = self drawText("^1Mode Matrice !!", "objective", 1.5, -200, 200, (1, 1, 1), 0, (0, 1, 0), 1, 1);
self.MTrixWSpawnOn = 1;
}
self.MTrixWOn fadeAlphaChange(.3, 1);
}
doMTrixWSpawnOff()
{
self.MTrixWOn fadeAlphaChange(.3, 0);
}
splMtrxWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_mtrxWarn");
for(;;)
{
if(self adsButtonPressed() && self actionSlotFourButtonPressed())
{
self s("^1Pas encore charger.");
}
wait 0.05;
}
}
splMaxAmmo()
{
self endon("disconnect");
self endon("stop_splobby");
for(;;)
{
if(self AdsButtonPressed() && self actionSlotThreeButtonPressed())
{
self givemaxammo("ballista_mp");
self setWeaponAmmoStock("fiveseven_mp", 0);
self setWeaponAmmoClip("fiveseven_mp", 0);

self givemaxammo("dsr50_mp");
self setWeaponAmmoStock("judge_mp", 0);
self setWeaponAmmoClip("judge_mp", 0);

self s("^3Donne ^6Max Munition!");
}
wait 0.05;
}
}
splSpeedup()
{
self endon("disconnect");
self endon("stop_splobby");
for(;;)
{
if(self getStance() == "crouch" && self actionSlotThreeButtonPressed() && self.SpeedupCharge == 0)
{
self s("^3Vitesse ^2Doubles!");
self setmovespeedscale(2);
wait 10;
self s("^3Vitesse ^1Bas...LoL");
self setmovespeedscale(1);
wait 2;
self s("^1Puis 90 secondes pour charger pour la prochaine utilisation.");
self.SpeedupCharge = 1;
self thread splspupWarn();
wait 88;
}
if(self.SpeedupCharge == 1)
{
self s("^3Vous pouvez utiliser la ^6Vitesse x2!!");
self notify("stop_spupWarn");
self.SpeedupCharge = 0;
}
wait 0.05;
}
}
splspupWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_spupWarn");
for(;;)
{
if(self getStance() == "crouch" && self actionSlotThreeButtonPressed())
{
self s("^1Pas encore charger.");
}
wait 0.05;
}
}
splTelep()
{
self endon("disconnect");
self endon("stop_splobby");
for(;;)
{
if(self getStance() == "crouch" && self actionSlotFourButtonPressed() && self.TelepCharge == 0)
{
self thread TeleportWithiPad();
wait 2;
self s("^1Attender 150 sec pour utiliser le Teleport .");
self.TelepCharge = 1;
self thread splTelepWarn();
wait 148;
}
if(self.TelepCharge == 1)
{
self s("^3Vous pouvez utiliser ^6Teleport!!");
self notify("stop_TelepWarn");
self.TelepCharge = 0;
}
wait 0.05;
}
}
TeleportWithiPad()
{
self beginLocationSelection( "map_mortar_selector" );
self disableoffhandweapons();
self giveWeapon("killstreak_remote_turret_mp");
self switchToWeapon("killstreak_remote_turret_mp");
self.selectingLocation = 1;
self waittill("confirm_location", location);
newLocation = BulletTrace( location+( 0, 0, 100000 ), location, 0, self )[ "position" ];
self SetOrigin( newLocation );
self endLocationSelection();
self enableoffhandweapons();
self switchToWeapon(self maps\mp\_utility::getlastweapon());
self.selectingLocation = undefined;
self p("^2Teleporter !");
}
splTelepWarn()
{
self endon("disconnect");
self endon("stop_splobby");
self endon("stop_TelepWarn");
for(;;)
{
if(self getStance() == "crouch" && self actionSlotFourButtonPressed())
{
self s("^1Pas encore charger.");
}
wait 0.05;
}
}
iPad()
{
if(self.ipad1 == true)
{
self p("Ipad : ^2On");
self disableoffhandweapons();
self giveWeapon("killstreak_remote_turret_mp");
self switchToWeapon("killstreak_remote_turret_mp");
self.ipad1 = false;
}
else
{

self p("Ipad : ^1Off");
self enableoffhandweapons();
self switchToWeapon(self maps\mp\_utility::getlastweapon());
self.ipad1 = true;
}
}
drawText(text, font, fontScale, x, y, color, alpha, glowColor, glowAlpha, sort)
{
hud = self createFontString(font, fontScale);
hud setText(text);
hud.x = x;
hud.y = y;
hud.color = color;
hud.alpha = alpha;
hud.glowColor = glowColor;
hud.glowAlpha = glowAlpha;
hud.sort = sort;
hud.alpha = alpha;
return hud;
}
drawBar(color, width, height, align, relative, x, y)
{
bar = createBar(color, width, height, self);
bar setPoint(align, relative, x, y);
bar.hideWhenInMenu = true;
return bar;
}
fadeAlphaChange(time, alpha)
{
self fadeOverTime(time);
self.alpha = alpha;
}
playerAnglesToForward(player, distance)
{
return player.origin + VectorScale(AnglesToForward(player getPlayerAngles(), distance));
}
traceBulletJet(traceDistance, traceReturn, detectPlayers)
{
if (!isDefined(traceDistance))
traceDistance = 10000000;

if (!isDefined(traceReturn))
traceReturn = "position";

if (!isDefined(detectPlayers))
detectPlayers = false;

return bulletTrace(self getEye(), self getEye() + VectorScale(AnglesToForward(self getPlayerAngles()), traceDistance), detectPlayers, self)[traceReturn];
}

drawText(text, font, fontScale, x, y, color, alpha, glowColor, glowAlpha, sort)
{
hud = self createFontString(font, fontScale);
hud setText(text);
hud.x = x;
hud.y = y;
hud.color = color;
hud.alpha = alpha;
hud.glowColor = glowColor;
hud.glowAlpha = glowAlpha;
hud.sort = sort;
hud.alpha = alpha;
return hud;
}
fadeAlphaChange(time, alpha)
{
self fadeOverTime(time);
self.alpha = alpha;
}

initNomalLobby()
{
foreach(player in level.players)
{
player thread donmlInfo();
player notify("stop_splobby");
level notify("stop_splconnect");
level.SniperLobbyOn = 0;
player thread cgmforceDeath();
player notify("cgm_forceDeath");
}
self p("Partie Normal");
}
donmlInfo()
{
if (self.initnmlSawned == 0)
{
self.nmlInfo = self drawText("Partie Normal", "objective", 1.5, 0, 200, (1, 1, 1), 0, (1, 0, 0), 1, 1);
self.initnmlSawned = 1;
}
self.nmlInfo fadeAlphaChange(.5, 1);
wait 4;
self.nmlInfo fadeAlphaChange(.5, 0);
}
cgmforceDeath()
{
self waittill("cgm_forceDeath");
self suicide();
closeMenu(); // <-- La tu doit mettre ton CloseMenu
}

J'ai pas compris ici :P!
" closeMenu(); // <-- La tu doit mettre ton CloseMenu " :mmh:



----------------------------------------------------------------
Autre petite question,
Est-ce que ça existe comme certain tool, où l'on peut changer de game ? Genre mettre de la domination en R&D ect ? ^^
( Après pour les codes, si tu veux me MP tu peux ^^ à toi de voir :P )
 
Merci :hug:
Et pour celui genre tirer des Sentex ect, c'est pratiquement le même non ? :mmh:



J'ai pas compris ici :p!
" closeMenu(); // <-- La tu doit mettre ton CloseMenu " :mmh:



----------------------------------------------------------------
Autre petite question,
Est-ce que ça existe comme certain tool, où l'on peut changer de game ? Genre mettre de la domination en R&D ect ? ^^
( Après pour les codes, si tu veux me MP tu peux ^^ à toi de voir :p )

Pour le CloseMenu(); tu doit mettre ton close menu a toi sinon tu freeze
 
Merci :hug:
Et pour celui genre tirer des Sentex ect, c'est pratiquement le même non ? :mmh:



J'ai pas compris ici :p!
" closeMenu(); // <-- La tu doit mettre ton CloseMenu " :mmh:



----------------------------------------------------------------
Autre petite question,
Est-ce que ça existe comme certain tool, où l'on peut changer de game ? Genre mettre de la domination en R&D ect ? ^^
( Après pour les codes, si tu veux me MP tu peux ^^ à toi de voir :p )
Oui sa existe changer de game je l'ai mit sur mon Menu GSC sa je te les passe en MP
 
Ah oui ou se qui y a les p il faut remplacer par iPrintlnBold et les s par iPrintln j'ai oublier de le convertir le sniper lobby et le normal lobby pck moi j'ai fait en petit code les iPrintln et iPrintlnBold

You must be registered for see images attach


Ou tu rajoute ces code la sinon comme sa ta pas besoin de modifier :

s(s)
{
self iprintln(s);
}

p(p)
{
self iprintlnBold(p);
}
 
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