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Professional Menu Scripts!


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#81 008008

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Posted 11 December 2007 - 04:53 PM

Cool! It looks so profesional! :)
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#82 c_raethke

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Posted 11 December 2007 - 10:13 PM

Found it, it's b_menu. I tried b_menu before, but it was was in a different instance than the menu one and, obviously, it didn't work.
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#83 epitom3

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Posted 13 December 2007 - 04:36 PM

VERY well done. Looks professional and works really well. There are some user friendly things that can be added (or I couldnt find). In the sc_menu_add for the 2nd argument you are able to change the font, however, this doesnt translate into the menu title. It would be easier if you added another argument to be able to change that as well. This goes along with the show message script, as I couldnt change the size of the text.

Another thing I would love to see is a mouse over function for the buttons.

Also, these scripts can be used in many ways, not just as the opening menus. If you added the ability to use the borders and the menu for just text like a text box without darkening the whole screen, many people would use this for rpgs.

hahaha just a few suggestions. cant wait for the next update :P

Edited by epitom3, 13 December 2007 - 04:51 PM.

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#84 DragonFire

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Posted 15 December 2007 - 09:42 PM

How do you get the buttons to display variable names as the button text?
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#85 ashsashs

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Posted 16 December 2007 - 09:31 AM

I dont know if this matters, i get 4 FPS in the information section and i get 8-12 FPS in the first two menu's. P.S. could you add your script/tutorial/example to one of these sections:

scripts section or
Tutorials and Examples

Edited by ashsashs, 16 December 2007 - 09:33 AM.

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#86 c_raethke

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Posted 19 December 2007 - 12:21 AM

When I try to use the keygrab it says "unknown variable key_str or array index out of bounds."
I don't think I'm doing anything wrong, but I used
sc_show_keygrab('Press key to accelerate','Controls','p1_up')
also tried no quotes.
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#87 Mordi

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Posted 20 December 2007 - 06:35 AM

When I try to use the keygrab it says "unknown variable key_str or array index out of bounds."
I don't think I'm doing anything wrong, but I used
sc_show_keygrab('Press key to accelerate','Controls','p1_up')
also tried no quotes.

<{POST_SNAPBACK}>

You have to do it like this:
sc_menu_add_button("AIM DOWN","sc_show_keygrab('Press a key.','AIM DOWN','global.k_down1')",0,"","","key_down_str1");
Perhaps I failed to mention that in the description. :whistle:
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#88 Mordi

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Posted 20 December 2007 - 06:39 AM

How do you get the buttons to display variable names as the button text?

<{POST_SNAPBACK}>

You need to write the variable name as a string. For example: "x" or "y".
You can only use local variables, if I remember correctly.
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#89 c_raethke

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Posted 20 December 2007 - 01:43 PM

Hmmm... It still does it. Using the exact code you posted.
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#90 Mordi

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Posted 20 December 2007 - 07:22 PM

Hmmm... It still does it. Using the exact code you posted.

<{POST_SNAPBACK}>

Really? Hmmm... Weird. I will investigate further later.
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#91 Mordi

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Posted 30 December 2007 - 08:44 PM

I am currently making some minor improvements here and there. Will update some time later.
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#92 CaKsTeR

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Posted 11 January 2008 - 04:02 PM

I tried using the unactive script, and when I load the game up I get this error:


___________________________________________
ERROR in
action number 1
of Create Event
for object o_menu:

In script sc_menu_create:
In script sc_button_active:
Error in code at line 1:
b_active[argument0,argument1]=argument2;

at position 10: Wrong type of array index


Here is my code:

//locking buttons//
sc_button_active("Level 1-2","menu_levels1",false)


PS: Sweet scripts <_<
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#93 CHK(2)

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Posted 11 January 2008 - 05:52 PM

This is great! Thanks very much, <_<
it's really good and original! I'm very suprised so dont blame me if you think im emo right now.... :GM122:
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#94 Mordi

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Posted 11 January 2008 - 06:06 PM

//locking buttons//
sc_button_active("Level 1-2","menu_levels1",false)

PS: Sweet scripts <_<

<{POST_SNAPBACK}>

Instead of "Level 1-2", put a the number of the button. For example, it could look like this:
sc_button_active(1,"menu_levels1",false)

I don't remember whether the first button is "1" or "0", but you'll figure it out, I guess.
Keep in mind that it also disappears when it is locked.
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#95 Cipher

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Posted 11 January 2008 - 09:36 PM

Ta Mordi. These are some very good scripts! Easy (enough) to use, and they work very well. Thanks!
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#96 CaKsTeR

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Posted 15 January 2008 - 01:58 AM

thanks! I'll test it out now. If I dont edit, means it worked :(


EDIT: same error:

___________________________________________
ERROR in
action number 1
of Create Event
for object o_menu:

In script sc_menu_create:
In script sc_button_active:
Error in code at line 1:
b_active[argument0,argument1]=argument2;

at position 20: Wrong type of array index

I changed my code:

sc_button_active(1,"menu_levels1",false)

Edited by CaKsTeR, 15 January 2008 - 02:01 AM.

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#97 Dragonos

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Posted 15 January 2008 - 02:33 AM

Is it ok if I port this to d3d?
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#98 Mordi

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Posted 16 January 2008 - 04:35 PM

Is it ok if I port this to d3d?

<{POST_SNAPBACK}>

Sure, go ahead.
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#99 a poo on toast

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Posted 22 January 2008 - 10:42 PM

if the gui in my game wasnt pixel-ised i would definately use this :)

EDIT: for the keygrab thingy could i use that for passwords? if so how can i

Edited by a poo on toast, 22 January 2008 - 10:44 PM.

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#100 Mordi

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Posted 23 January 2008 - 06:47 AM

EDIT: for the keygrab thingy could i use that for passwords? if so how can i

<{POST_SNAPBACK}>

No, use the input button for that. It makes the player able to input a string. "button_add_input" or something like that...
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