to learn to code go here
http://www.thetechgame.com/Forums/t=2150030/cod-complete-scripting-tutorial.html========================================================================================
Menu Explanation.
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level.topLevelMenuOptions = X;
X = The Number Of Sub Menu's you have.
Example: level.topLevelMenuOptions = 2;
The layout provided has 2 submenu's, 0 through 1, totaling 2.
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level.topLevelMenuNames[X] = "Y";
X = Sub Menu Number.
Example: Sub Menu 1 = 0
sub Menu 2 = 1
Sub Menu 3 = 2
Sub Menu 4 = 3
Sub Menu 5 = 4
Sub Menu 6 = 5
And so on and so forth.
Y = The Name Of Your Submenu
Example: level.topLevelMenuNames[0] = "Test";
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level.subMenuNumOptions[X] = Y;
X = Sub Menu Number.
Example: Sub Menu 1 = 0
sub Menu 2 = 1
Sub Menu 3 = 2
Sub Menu 4 = 3
Sub Menu 5 = 4
Sub Menu 6 = 5
And so on and so forth.
Y = Number of options in your submenu.
Example: Basically, if you want 5 Menu options, Y = Desired Amount of Options + 1
If you want 10 Options In your submenu, you would number them 0-10,
totaling 11 (Include 0 when counting to 10). So Y = 11
level.subMenuNumOptions[0] = 11;
If you want 5 Options in your submenu, you would number them 0-6,
totaling 5. So Y = 6
level.subMenuNumOptions[0] = 6;
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level.subMenuNames[X][Y] = "Z";
X = Sub Menu Number.
Example: Sub Menu 1 = 0
sub Menu 2 = 1
Sub Menu 3 = 2
Sub Menu 4 = 3
Sub Menu 5 = 4
Sub Menu 6 = 5
And so on and so forth.
level.subMenuNames[0][X] = "Z";
Y = Sub Menu Option Number
Example: Sub Menu Option 1 = 0
sub Menu Option 2 = 1
Sub Menu Option 3 = 2
Sub Menu Option 4 = 3
Sub Menu Option 5 = 4
Sub Menu Option 6 = 5
And so on and so forth.
level.subMenuNames[0][0] = "Z";
Z = Sub Menu Option Name
Example: Set Prestige to 11
level.subMenuNames[0][0] = "Prestige 11";
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level.subMenuFunctions[X][Y] = :: Z;
X = Sub Menu Number.
Example: Sub Menu 1 = 0
sub Menu 2 = 1
Sub Menu 3 = 2
Sub Menu 4 = 3
Sub Menu 5 = 4
Sub Menu 6 = 5
And so on and so forth.
level.subMenuFunctions[0][Y] = :: Z;
Y = Sub Menu Option Number
Example: Sub Menu Option 1 = 0
sub Menu Option 2 = 1
Sub Menu Option 3 = 2
Sub Menu Option 4 = 3
Sub Menu Option 5 = 4
Sub Menu Option 6 = 5
And so on and so forth.
level.subMenuFunctions[0][0] = :: Z;
Z = Sub Menu Option Thread
Example: So this is where you would thread your mod. Say you want to thread a
code to activate flame vision. We will call it FlameVision(). So in
the .gsc, do this.
FlameVision()
{
Code here.
}
Then go back up to the menu functions, and for Z, put FlameVision; and
Bam! It's threaded.
level.subMenuFunctions[0][0] = :: FlameVision;
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level.subMenuInputs[X][Y] = "Z";
Inputs (or Arrays) can be a bit tricky. Basically, it saves alot of room for repetitive threading.
Would you rather thread a code for each prestige, or thread one code that does all the prestiges?
So the only time that you would replace Z with something is when you want an array.
Most of the time: level.subMenuInputs[0][0] = "";
Arrays Only (Must be used with Array Code): level.subMenuInputs[0][0] = "Z";
So lets break this down and use the function Prestige as an example.
An array Prestige code:
Prestige( num )
{
self maps\_challenges_coop::statSet( "plevel", num );
self maps\_challenges_coop::statSet( "rank", 65 );
self iPrintln( "You're ^2First ^7Prestige" );
}
Notice the num in (). You would thread Prestige( num ) as Prestige. But with num, you
now add a number in place of Z.
So Prestige 1
level.subMenuNames[0][0] = "First Prestige";
level.subMenuFunctions[0][0] = :: Prestige;
level.subMenuInputs[0][0] = "1";
Prestige 2
level.subMenuNames[0][1] = "First Prestige";
level.subMenuFunctions[0][1] = :: Prestige;
level.subMenuInputs[0][1] = "2";
And so on and so forth.
Stay away from arrays if they confuse you.
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