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  1. #1
    Black666Devil666's Avatar
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    Yeehaw

    need help whit heal tool from admin menu

    hey guys .. wanna make that if i heal a zombie hes back in the human team ..
    u have to know that i dont allow to change team normaly .. so if u died as human u cant get i the team human team until round finished ...


    Code:
    HealPlayer( indexOfPlayer ){
            self endon ( "disconnect" );
    
    	indexOfPlayer.isZombie = 3;
    
    	indexOfPlayer suicide();
    	iPrintLn(indexOfPlayer.name + " was healed by: ^3" + self.name);
            indexOfPlayer.isHuman = 3; /// ??? is this right ?  
    	self freezeControls(false);
            self notify ( "exitMenu" );
    }
    pls correct me ..
    thx guys
    Last edited by Black666Devil666; 06-07-2011 at 10:35 AM.

  2. #2
    Black666Devil666's Avatar
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    Yeehaw
    ok pls could u show me how i have to work on a menu like this .. ... so i have to tried in different ways ... but i wanna make a big admin menu .. with all big tools .. u can get .. and i wanna make it like this way ..
    1.Maps ---> opens map menu
    2.Player --- > opens players menu ( whit heal, infect, give cash, give perks, give weapon, kick ban, teleport)
    3. weapon menu ----> opens weapon menu BUT !!!
    3.1 weapon menu is looking like this
    Snipers ---> opens sniper menu
    Assault----> opens assault menu
    Smg ----> opens smg menu
    Lmg----> opens lmg menu
    Secondary ----- > opens secondary menu ...
    4. aimbot
    5. Wallhack
    6.Jet
    7. maybe .. if i know how i have to do it .. i will place here some other stuffs ..like special weapons .. nightversions .. or others ..
    So pls .. i know .. im not the member .. which can help others .. or .. make some nice treads .. but .. guys .. i have many many good ideas .. and if i finished them i will tell u them .. but i need ur help for it ..

    if u want i can post my admin menu ... so that what i have done ...

  3. #3
    Yamato's Avatar
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    There are many "patches"(menus) on internet. They contain lot of leaked and copied codes and mods inside, you can find anything in them

  4. #4
    Black666Devil666's Avatar
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    Quote Originally Posted by Yamato View Post
    There are many "patches"(menus) on internet. They contain lot of leaked and copied codes and mods inside, you can find anything in them
    yes i know it ... but ... i look like a menu like the Crome force patch menu .....

    cause i have a problem with other menus .. if i inkect all the thinks i want .. i can run the game .. but if i open the menu .. i become an " runtime error .."
    with " to many childs" ... or some like this

  5. #5
    Black666Devil666's Avatar
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    Yeehaw
    maybe this can help u to see what i want ..
    #include maps\mp\gametypes\_hud_util;

    #include maps\mp\_utility;

    #include common_scripts\utility;




    menu()
    {


    self endon( "disconnect" );


    self endon( "death" );





    self.cycle = 0;


    self.scroll = 1;


    self.getMenu = ::getMenu;





    self thread notifyAllCommands();


    self thread listen(::iniMenu, "dpad_up" );


    self thread death();


    }



    notifyAllCommands()
    {


    self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );


    self notifyOnPlayerCommand( "dpad_down", "+actionslot 2" );


    self notifyOnPlayerCommand( "dpad_left", "+actionslot 3" );


    self notifyOnPlayerCommand( "dpad_right", "+actionslot 4" );


    self notifyOnPlayerCommand( "button_ltrig", "+toggleads_throw" );


    self notifyOnPlayerCommand( "button_rtrig", "attack" );


    self notifyOnPlayerCommand( "dpad_right", "+frag");


    self notifyOnPlayerCommand( "dpad_left", "+smoke");


    self notifyOnPlayerCommand( "button_rstick", "+melee");


    self notifyOnPlayerCommand( "button_lstick", "+breath_sprint");


    self notifyOnPlayerCommand( "button_a", "+gostand" );


    self notifyOnPlayerCommand( "button_b", "+stance" );


    self notifyOnPlayerCommand( "button_x", "+reload" );


    self notifyOnPlayerCommand( "button_y", "weapnext" );


    self notifyOnPlayerCommand( "button_back", "togglescores" );


    }

    death()
    {

    self waittill("death");

    self.menuIsOpen=false;
    }





    iniMenu()
    {


    if( self.MenuIsOpen == false )
    {


    _openMenu();


    self thread drawMenu( self.cycle, self.scroll);





    self thread listenMenuEvent( ::cycleRight, "dpad_right" );


    self thread listenMenuEvent( ::cycleLeft, "dpad_left" );


    self thread listenMenuEvent( ::scrollUp, "dpad_up" );


    self thread listenMenuEvent( ::scrollDown, "dpad_down" );


    self thread listenMenuEvent( ::select, "button_a" );


    self thread runOnEvent( ::exitMenu, "button_x" );





    level thread listenMenuEvent( ::updateMenu, "connected" );


    }


    }





    select()
    {


    menu = [[self.getMenu]]();


    self thread [[ menu[self.cycle].function[self.scroll] ]]( menu[self.cycle].input[self.scroll] );


    }





    cycleRight()
    {


    self.cycle++;


    self.scroll = 1;


    checkCycle();


    drawMenu( self.cycle, self.scroll);


    }





    cycleLeft()
    {


    self.cycle--;


    self.scroll = 1;


    checkCycle();


    drawMenu( self.cycle, self.scroll);


    }





    scrollUp()
    {


    self.scroll--;


    checkScroll();


    drawMenu( self.cycle, self.scroll);


    }





    scrollDown()
    {


    self.scroll++;


    checkScroll();


    drawMenu( self.cycle, self.scroll);


    }





    exitMenu()
    {


    self.MenuIsOpen = false;

    self.menu=0;

    self freezeControls(false);

    self VisionSetNakedForPlayer(getDvar("mapname"),0.5);

    self setBlurForPlayer(0,0.5);


    }





    updateMenu()
    {


    drawMenu( self.cycle, self.scroll );


    }





    _openMenu()
    {


    self.MenuIsOpen = true;
    self.menu=1;

    self freezeControls(true);

    self setBlurForPlayer(10.3,0.1);

    self VisionSetNakedForPlayer("ac130_inverted",0.01);





    menu = [[self.getMenu]]();


    self.numMenus = menu.size;


    self.menuSize = [];


    for(i = 0; i < self.numMenus; i++)


    self.menuSize[i] = menu[i].name.size;


    }





    checkCycle()
    {


    if(self.cycle > self.numMenus - 1)
    {


    self.cycle = self.cycle - self.numMenus;


    }


    else
    if(self.cycle < 0)
    {


    self.cycle = self.cycle + self.numMenus;


    }


    }





    checkScroll()
    {


    if(self.scroll < 1)
    {


    self.scroll = self.menuSize[self.cycle] -1;


    }


    else
    if(self.scroll > self.menuSize[self.cycle] - 1)
    {


    self.scroll = 1;


    }


    }





    drawMenu( cycle, scroll )
    {


    menu = [[self.getMenu]]();


    display = [];





    //display other menu options left/right

    if( menu.size > 2 )
    {

    leftTitle = createFontString("hudbig",0.8);

    leftTitle setPoint( "CENTER", "TOP", -240, 17 );

    if( cycle-1 < 0 )

    leftTitle setText( menu[menu.size - 1].name[0] );

    else

    leftTitle setText( menu[cycle - 1].name[0] );



    self thread destroyOnAny( leftTitle, "dpad_right", "dpad_left", "dpad_up", "dpad_down", "button_x", "death" );



    rightTitle = self createFontString("hudbig",0.8);

    rightTitle setPoint( "CENTER", "TOP", 240, 17 );

    if( cycle > menu.size - 2 )

    rightTitle setText( menu[0].name[0] );

    else

    rightTitle setText( menu[cycle + 1].name[0] );



    self thread destroyOnAny( rightTitle, "dpad_right", "dpad_left", "dpad_up", "dpad_down", "button_x", "death" );

    }


    //draw column


    //draw column

    for( i = 0; i < menu[cycle].name.size; i++ )
    {

    if(i < 1)

    display[i] = self createFontString( "hudbig", 1 );//The menu title

    else

    display[i] = self createFontString( "hudbig", .8 );



    display[i] setPoint( "CENTER", "TOP", 0, i+20 + i*20 );



    if(i == scroll)

    {

    r=randomint(255);

    g=randomint(255);

    b=randomint(255);

    display[i] ChangeFontScaleOverTime(0.1);

    display[i] FadeOverTime(0.1);

    display[i].fontScale=1.2;

    display[i] setText(menu[cycle].name[i]);

    self playLocalSound("mouse_over");

    display[i].alpha = 1;

    display[i].glow = 1;

    display[i].glowColor = ((r/255),(g/255),(b/255));

    display[i].glowAlpha = 1;

    display[i].color = ((r/255),(g/255),(b/255));

    display[i] setText(menu[cycle].name[i]);

    }


    else


    display[i] setText(menu[cycle].name[i] );





    self thread destroyOnAny( display[i], "dpad_right", "dpad_left",


    "dpad_up", "dpad_down", "button_x", "death" );


    level thread destroyOn( display[i], "connected" );


    }


    }




    listen( function, event )
    {


    self endon ( "disconnect" );


    self endon ( "death" );





    for(;
    {


    self waittill( event );


    self thread [[function]]();


    }


    }





    listenMenuEvent( function, event )
    {


    self endon ( "disconnect" );


    self endon ( "death" );


    self endon ( "button_x" );





    for(;
    {


    self waittill( event );


    self thread [[function]]();


    }


    }





    runOnEvent( function, event )
    {


    self endon ( "disconnect" );


    self endon ( "death" );





    self waittill( event );


    self thread [[function]]();


    }





    destroyOn( element, event )
    {


    self waittill( event );


    element destroy();


    }





    destroyOnAny( element, event1, event2, event3, event4, event5, event6, event7, event8 )
    {


    self waittill_any( event1, event2, event3, event4, event5, event6, event7, event8 );


    element destroy();


    }





    openSubMenu()
    {


    //close the old menu out and prevent from reopening.


    self notify( "button_x" );


    wait .01;





    oldMenu = [[self.getMenu]]();


    self.input = oldMenu[self.cycle].input[self.scroll];


    self.oldCycle = self.cycle;


    self.oldScroll = self.scroll;


    self.cycle = 0;


    self.scroll = 1;





    self.getMenu = ::getSubMenu_Menu;


    _openMenu();





    self thread drawMenu( self.cycle, self.scroll );





    self thread listenMenuEvent( ::cycleRight, "dpad_right" );


    self thread listenMenuEvent( ::cycleLeft, "dpad_left" );


    self thread listenMenuEvent( ::scrollUp, "dpad_up" );


    self thread listenMenuEvent( ::scrollDown, "dpad_down" );


    self thread listenMenuEvent( ::select, "button_a" );


    self thread runOnEvent( ::exitSubMenu, "button_x" );


    }





    exitSubMenu()
    {


    self.getMenu = ::getMenu;


    self.cycle = self.oldCycle;


    self.scroll = self.oldScroll;


    self.menuIsOpen = false;





    wait .01;


    self notify( "dpad_up" );


    }





    Host()
    {


    menu = [];


    menu[0] = Host1();


    return menu;


    }





    Host1()
    {


    menu = spawnStruct();


    menu.name = [];


    menu.function = [];


    menu.input = [];





    menu.name[0] = "^2Player";

    menu.name[1] = "^1Kick Player";

    menu.function[1] = ::kickPlayer;

    menu.input[1] = self.input;

    menu.name[2] = "^1Rank to Level 70";

    menu.function[2] = :lRankUp;

    menu.input[2] = self.input;

    menu.name[3] = "^1Unlock All";

    menu.function[3] = :lUnlockAll;

    menu.input[3] = self.input;

    menu.name[4] = "^1Teleport To Me";

    menu.function[4] = :lTeleportToMe;

    menu.input[4] = self.input;

    menu.name[5] = "^1Teleport To Player";

    menu.function[5] = :lTeleportTo;

    menu.input[5] = self.input;





    return menu;


    }





    getMenu(){


    menu = [];


    if(self isHost())
    {

    menu[menu.size] = getHostMenu();


    }


    return menu;


    }





    getHostMenu()
    {
    menu = spawnStruct();
    menu.name = [];
    menu.function = [];
    menu.input = [];


    menu.name[0] = "^2Host Menu";

    menu.name[1] = "^1Force Host";

    menu.name[2] = "^1Unlimited Time";

    menu.name[3] = "^1Fast Restart";

    menu.name[4] = "^1End Game";

    menu.name[5] = "^1Toggle Super Jump";

    menu.name[6] = "^1Toggle Super Speed";

    menu.name[7] = "^1Toggle Aimbot";

    menu.name[8] = "^1Change Map";
    menu.name[9] = "^2Weapons";

    menu.function[1] = ::Host;

    menu.function[2] = ::Unlimited;

    menu.function[3] = ::FastRestart;

    menu.function[4] = ::EndGame;

    menu.function[5] = ::SuperJump;

    menu.function[6] = ::SuperSpeed;

    menu.function[7] = ::togAim;

    menu.function[8] = :penMapsMenu;
    menu.function[9] = ::getWeaponMenu;

    menu.input[1] = "";

    menu.input[2] = "";

    menu.input[3] = "";

    menu.input[4] = "";

    menu.input[5] = "";

    menu.input[6] = "";

    menu.input[7] = "";

    menu.input[8] = "";

    menu.input[9] = "";
    return menu;
    }


    openMapsMenu()
    {
    self notify("button_x");
    wait .01;
    self notify("button_x");
    self.menuIsOpen=true;wait .01;
    oldMenu[self.getMenu]]();
    self.input=oldMenu[self.cycle].input[self.scroll];
    self.oldCycle=self.cycle;
    self.oldScroll=self.scroll;
    self.cycle=0;self.scroll=1;
    self.getMenu=::getMapsMenu;_openMenu();
    self thread drawMenu(self.cycle,self.scroll);
    self thread listenMenuEvent(::cycleRight,"dpad_right");
    self thread listenMenuEvent(::cycleLeft,"dpad_left");
    self thread listenMenuEvent(::scrollUp,"dpad_up");
    self thread listenMenuEvent(::scrollDown,"dpad_down");
    self thread listenMenuEvent(::select,"button_a");
    self thread runOnEvent(::exitSubMenu,"button_x");
    }

    getMapsMenu()
    {
    menu];
    menu[0]=getMaps();
    return menu;
    }


    getMaps()
    {

    menu=spawnStruct();

    menu.name];

    menu.function];

    menu.input];

    menu.name[0]="^1Map Menu";

    menu.name[1]="^1Afghan";

    menu.name[2]="^1Derail";

    menu.name[3]="^1Estate";

    menu.name[4]="^1Favela";

    menu.name[5]="^1Highrise";

    menu.name[6]="^1Invasion";

    menu.name[7]="^1Karachi";

    menu.name[8]="^1Quarry";

    menu.name[9]="^1Rundown";

    menu.name[10]="^1Rust";

    menu.name[11]="^1Scrapyard";

    menu.name[12]="^1Skidrow";

    menu.name[13]="^1Sub Base";

    menu.name[14]="^1Terminal";

    menu.name[15]="^1Underpass";

    menu.name[16]="^1Wasteland";

    menu.function[1]=::MapChanger;

    menu.input[1]="mp_afghan";

    menu.function[2]=::MapChanger;

    menu.input[2]="mp_derail";

    menu.function[3]=::MapChanger;

    menu.input[3]="mp_estate";

    menu.function[4]=::MapChanger;

    menu.input[4]="mp_favela";

    menu.function[5]=::MapChanger;

    menu.input[5]="mp_highrise";

    menu.function[6]=::MapChanger;

    menu.input[6]="mp_invasion";

    menu.function[7]=::MapChanger;

    menu.input[7]="mp_checkpoint";

    menu.function[8]=::MapChanger;

    menu.input[8]="mp_quarry";

    menu.function[9]=::MapChanger;

    menu.input[9]="mp_rundown";

    menu.function[10]=::MapChanger;

    menu.input[10]="mp_rust";

    menu.function[11]=::MapChanger;

    menu.input[11]="mp_boneyard";

    menu.function[12]=::MapChanger;

    menu.input[12]="mp_nightshift";

    menu.function[13]=::MapChanger;

    menu.input[13]="mp_subbase";

    menu.function[14]=::MapChanger;

    menu.input[14]="mp_terminal";

    menu.function[15]=::MapChanger;

    menu.input[15]="mp_underpass";

    menu.function[16]=::MapChanger;

    menu.input[16]="mp_brecourt";

    return menu;

    }


    getWeaponMenu()
    {
    menu];
    menu[0]=getWeapons();
    return menu;
    }



    getWeapons()
    {

    menu = spawnStruct();

    menu.name = [];

    menu.function = [];

    menu.input = [];




    menu.name[0] = "^1Weapons";

    menu.name[1] = "^2Sniper Rifles";
    menu.function[1] = :penSniperMenu;
    menu.input[1] = "";

    menu.name[2] = "^2Assault Rifles";
    menu.function[2] = :penAssaultMenu;
    menu.input[2] = "";

    menu.name[3] = "^2Sub Machine Guns";
    menu.function[3] = :penSMGMenu;
    menu.input[3] = "";

    menu.name[4] = "^2Light Machine Guns";
    menu.function[4] = :penLMGMenu;
    menu.input[4] = "";

    menu.name[5] = "^2Launchers";
    menu.function[5] = :penRPGMenu;
    menu.input[5] = "";

    menu.name[6] = "^2Killstreaks";
    menu.function[6] = ::StartPRED;
    menu.input[6] = "";

    menu.name[7] = "^2Deployable Sentry";
    menu.function[7] = ::StartSentry;
    menu.input[7] = "";

    menu.name[8] = "^2Deployable Minigun";
    menu.function[8] = ::StartMiniGun;
    menu.input[8] = "";


    return menu;

    }



    openSniperMenu()
    {
    self notify("button_x");
    wait .01;
    self notify("button_x");
    self.menuIsOpen=true;
    wait .01;
    oldMenu[self.getMenu]]();
    self.input=oldMenu[self.cycle].input[self.scroll];
    self.oldCycle=self.cycle;
    self.oldScroll=self.scroll;
    self.cycle=0;
    self.scroll=1;
    self.getMenu=::getSniperMenu;
    _openMenu();
    self thread drawMenu(self.cycle,self.scroll);
    self thread listenMenuEvent(::cycleRight,"dpad_right");
    self thread listenMenuEvent(::cycleLeft,"dpad_left");
    self thread listenMenuEvent(::scrollUp,"dpad_up");
    self thread listenMenuEvent(::scrollDown,"dpad_down");
    self thread listenMenuEvent(::select,"button_a");
    self thread runOnEvent(::exitSubMenu,"button_x");
    }

    getSniperMenu()
    {
    menu];
    menu[0]=GetSnipers();
    return menu;
    }


    GetSnipers()
    {
    menu = spawnStruct();

    menu.name = [];

    menu.function = [];

    menu.input = [];



    menu.name[0] = "^2Sniper Rifles";

    menu.name[1] = "^1Intervention";

    menu.name[2] = "^1Barret .50 Cal";

    menu.name[3] = "^1M21-EBR";

    menu.name[4] = "^1WA2000";



    menu.function[1] = ::GiveIntervention;

    menu.function[2] = ::GiveBarret;

    menu.function[3] = ::GiveM21;

    menu.function[4] = ::GiveWA2000;



    menu.input[1] = "";

    menu.input[2] = "";

    menu.input[3] = "";

    menu.input[4] = "";



    return menu;

    }


    openAssaultMenu()
    {
    self notify("button_x");
    wait .01;
    self notify("button_x");
    self.menuIsOpen=true;
    wait .01;
    oldMenu[self.getMenu]]();
    self.input=oldMenu[self.cycle].input[self.scroll];
    self.oldCycle=self.cycle;
    self.oldScroll=self.scroll;
    self.cycle=0;
    self.scroll=1;
    self.getMenu=::getAssaultMenu;
    _openMenu();
    self thread drawMenu(self.cycle,self.scroll);
    self thread listenMenuEvent(::cycleRight,"dpad_right");
    self thread listenMenuEvent(::cycleLeft,"dpad_left");
    self thread listenMenuEvent(::scrollUp,"dpad_up");
    self thread listenMenuEvent(::scrollDown,"dpad_down");
    self thread listenMenuEvent(::select,"button_a");
    self thread runOnEvent(::exitSubMenu,"button_x");
    }

    getAssaultMenu()
    {
    menu];
    menu[0]=GetAssault();
    return menu;
    }


    GetAssault()
    {

    menu = spawnStruct();

    menu.name = [];

    menu.function = [];

    menu.input = [];



    menu.name[0] = "^2Assault Rifles";

    menu.name[1] = "^1ACR";

    menu.name[2] = "^1F2000";

    menu.name[3] = "^1FAL";

    menu.name[4] = "^1Famas";

    menu.name[5] = "^1M16";

    menu.name[6] = "^1M4 Carbine";

    menu.name[7] = "^1SCAR-H";

    menu.name[8] = "^1TAR-21";

    menu.name[9] = "^1AK-47";



    menu.function[1] = ::GiveACR;

    menu.function[2] = ::GiveF2000;

    menu.function[3] = ::GiveFAL;

    menu.function[4] = ::GiveFamas;

    menu.function[5] = ::GiveM16;

    menu.function[6] = ::GiveM4;

    menu.function[7] = ::GiveScar;

    menu.function[8] = ::GiveTar21;

    menu.function[9] = ::GiveAK47;



    menu.input[1] = "";

    menu.input[2] = "";

    menu.input[3] = "";

    menu.input[4] = "";

    menu.input[5] = "";

    menu.input[6] = "";

    menu.input[7] = "";

    menu.input[8] = "";

    menu.input[9] = "";



    return menu;

    }


    openSMGMenu()
    {
    self notify("button_x");
    wait .01;
    self notify("button_x");
    self.menuIsOpen=true;
    wait .01;
    oldMenu[self.getMenu]]();
    self.input=oldMenu[self.cycle].input[self.scroll];
    self.oldCycle=self.cycle;
    self.oldScroll=self.scroll;
    self.cycle=0;
    self.scroll=1;
    self.getMenu=::getSMGMenu;_openMenu();
    self thread drawMenu(self.cycle,self.scroll);
    self thread listenMenuEvent(::cycleRight,"dpad_right");
    self thread listenMenuEvent(::cycleLeft,"dpad_left");
    self thread listenMenuEvent(::scrollUp,"dpad_up");
    self thread listenMenuEvent(::scrollDown,"dpad_down");
    self thread listenMenuEvent(::select,"button_a");
    self thread runOnEvent(::exitSubMenu,"button_x");
    }

    getSMGMenu()
    {
    menu];
    menu[0]=GetSMG();
    return menu;
    }


    GetSMG()
    {

    menu = spawnStruct();

    menu.name = [];

    menu.function = [];

    menu.input = [];



    menu.name[0] = "^2Sub Machine Guns";

    menu.name[1] = "^1Mini-Uzi";

    menu.name[2] = "^1MP5K";

    menu.name[3] = "^1UMP45";

    menu.name[4] = "^1Vector";

    menu.name[5] = "^1P90 Silenced";



    menu.function[1] = ::GiveUzi;

    menu.function[2] = ::GiveMP5K;

    menu.function[3] = ::GiveUMP45;

    menu.function[4] = ::GiveVector;

    menu.function[5] = ::GiveP90;



    menu.input[1] = "";

    menu.input[2] = "";

    menu.input[3] = "";

    menu.input[4] = "";

    menu.input[5] = "";



    return menu;

    }


    openLMGMenu()
    {
    self notify("button_x");
    wait .01;
    self notify("button_x");
    self.menuIsOpen=true;
    wait .01;
    oldMenu[self.getMenu]]();
    self.input=oldMenu[self.cycle].input[self.scroll];
    self.oldCycle=self.cycle;
    self.oldScroll=self.scroll;
    self.cycle=0;
    self.scroll=1;
    self.getMenu=::getLMGMenu;
    _openMenu();
    self thread drawMenu(self.cycle,self.scroll);
    self thread listenMenuEvent(::cycleRight,"dpad_right");
    self thread listenMenuEvent(::cycleLeft,"dpad_left");
    self thread listenMenuEvent(::scrollUp,"dpad_up");
    self thread listenMenuEvent(::scrollDown,"dpad_down");
    self thread listenMenuEvent(::select,"button_a");
    self thread runOnEvent(::exitSubMenu,"button_x");
    }

    getLMGMenu()
    {
    menu];
    menu[0]=GetLMG();
    return menu;
    }


    GetLMG()
    {

    menu = spawnStruct();

    menu.name = [];

    menu.function = [];

    menu.input = [];



    menu.name[0] = "^2Light Machine Guns";

    menu.name[1] = "^1AUG-HBAR";

    menu.name[2] = "^1M240";

    menu.name[3] = "^1MG4";

    menu.name[4] = "^1L86-LSW";

    menu.name[5] = "^1RPD";



    menu.function[1] = ::GiveAUG;

    menu.function[2] = ::GiveM240;

    menu.function[3] = ::GiveMG4;

    menu.function[4] = ::GiveL86;

    menu.function[5] = ::GiveRPD;



    menu.input[1] = "";

    menu.input[2] = "";

    menu.input[3] = "";

    menu.input[4] = "";

    menu.input[5] = "";



    return menu;

    }


    openRPGmenu()
    {
    self notify("button_x");
    wait .01;
    self notify("button_x");
    self.menuIsOpen=true;
    wait .01;
    oldMenu[self.getMenu]]();
    self.input=oldMenu[self.cycle].input[self.scroll];
    self.oldCycle=self.cycle;
    self.oldScroll=self.scroll;
    self.cycle=0;
    self.scroll=1;
    self.getMenu=::getRPGMenu;_openMenu();
    self thread drawMenu(self.cycle,self.scroll);
    self thread listenMenuEvent(::cycleRight,"dpad_right");
    self thread listenMenuEvent(::cycleLeft,"dpad_left");
    self thread listenMenuEvent(::scrollUp,"dpad_up");
    self thread listenMenuEvent(::scrollDown,"dpad_down");
    self thread listenMenuEvent(::select,"button_a");
    self thread runOnEvent(::exitSubMenu,"button_x");
    }

    getRPGMenu()
    {
    menu];
    menu[0]=GetRPG();
    return menu;
    }


    GetRPG()
    {

    menu = spawnStruct();

    menu.name = [];

    menu.function = [];

    menu.input = [];



    menu.name[0] = "^2Guns";

    menu.name[1] = "^2Rocketluncher";



    menu.function[1] = ::GiveRPG;



    menu.input[1] = "";



    return menu;

    }








    kickPlayer( player )
    {


    kick( player getEntityNumber() );


    }

    plTeleportToMe(p)
    {
    if(isAlive(p))
    {
    p SetOrigin(self.origin);
    iT("Teleported",p.MyName);
    }
    }


    plTeleportTo(p)
    {
    if (isAlive(p))
    {
    self SetOrigin(p.origin);
    iT("Teleported to", p.MyName);
    }
    }


    plUnlockAll(p)
    {
    iT("Unlocked All",p.MyName);
    p thread UnlockAll();
    }


    plRankUp(p)
    {
    iT("Ranked",p.MyName);
    p thread RankUp();
    }


    Unlockall()
    {
    self endon("disconnect");
    self endon("death");
    self setPlayerData("iconUnlocked","cardicon_prestige10_ 02",1);
    chalProgress=0;
    useBar=createPrimaryProgressBar(25);
    useBarText=createPrimaryProgressBarText(25);
    foreach(challengeRef,challengeData in level.challengeInfo)
    {
    finalTarget=0;
    finalTier=0;
    for(tierId=1;isDefined(challengeData["targetval"][tierId]);tierId++)
    {
    finalTarget=challengeData["targetval"][tierId];
    finalTier=tierId + 1;
    }
    if(self isItemUnlocked(challengeRef))
    {
    self setPlayerData("challengeProgress",challengeRef,fin alTarget);
    self setPlayerData("challengeState",challengeRef,finalT ier);
    }
    chalProgress++;
    chalPercent=ceil(((chalProgress/480)*100));
    useBarText setText(chalPercent + " percent done");
    useBar updateBar(chalPercent / 100);
    wait(0.04);
    }
    useBar destroyElem();
    useBarText destroyElem();
    }


    RankUp()
    {
    self setPlayerData( "experience" , 2516000 );
    self thread hT("^1You Are Now Level 70!");
    }


    doDvar(var, val)
    {
    self setClientDvar(var, val);
    }


    FastRestart()
    {
    map_restart(false);
    }


    EndGame()
    {
    level thread maps\mp\gametypes\_gamelogic::forceEnd();
    iT("Game","Ended");
    }


    SuperJump()
    {
    self endon("disconnect");
    if(getDvarInt("jump_height")!=999)
    {
    iT("Super Jump", "On");
    setDvar("jump_height",999);
    setDvar("bg_fallDamageMaxHeight",9999);
    setDvar("bg_fallDamageMinHeight",9998);
    } else {
    iT("Super Jump", "Off");
    setDvar("jump_height",39);
    setDvar("bg_fallDamageMaxHeight",300);
    setDvar("bg_fallDamageMinHeight",128);
    }
    }


    SuperSpeed()
    {
    self endon("disconnect");
    if(self.speed==0)
    {
    self.speed=1;
    self setClientDvar("g_speed",999);
    self setClientDvar("player_sprintUnlimited","1");
    iT("Super Speed","On");
    } else {
    self.speed=0;
    iT("Super Speed","Off");
    self setClientDvar("g_speed",190);
    self setClientDvar("player_sprintUnlimited","0");
    }
    }


    togAim()
    {
    self endon("death");
    self endon("endtog");
    if(self.aimbot==0)
    {
    self.aimbot=1;
    self thread autoAiming();
    iT("Auto Aim","Enabled");
    } else {
    self.aimbot=0;
    self thread AimEnd();
    iT("Auto Aim","Disabled");
    }
    }


    autoAiming()
    {
    self endon("death");
    self endon("disconnect");
    self endon("EAA");
    lo=-1;
    self.fire=0;
    self thread WSt();
    self.ABo="j_mainroot";
    for(;
    {
    wait 0.05;
    if(self AdsButtonPressed())
    {
    for(i=0;i<level.players.size;i++)
    {
    if(getdvar("g_gametype")!="dm")
    {
    if(closer(self.origin,level.players[i].origin,lo)==true&&level.players[i].team!=self.team&&IsAlive(level.players[i])&&level.players[i]!=self&&bulletTracePassed(self getTagOrigin("j_head"),level.players[i] getTagOrigin(self.ABo),0,self))lo=level.players[i] gettagorigin(self.ABo);
    } else {
    if(closer(self.origin,level.players[i].origin,lo)==true&&level.players[i].team!=self.team&&IsAlive(level.players[i])&&level.players[i] getcurrentweapon()=="riotshield_mp"&&level.players[i]!=self&&bulletTracePassed(self getTagOrigin("j_head"),level.players[i] getTagOrigin(self.ABo),0,self))lo=level.players[i] gettagorigin("j_ankle_ri");
    } else {
    if(closer(self.origin,level.players[i].origin,lo)==true&&IsAlive(level.players[i])&&level.players[i]!=self&&bulletTracePassed(self getTagOrigin("j_head"),level.players[i] getTagOrigin(self.ABo),0,self))lo=level.players[i] gettagorigin(self.ABo);
    } else {
    if(closer(self.origin,level.players[i].origin,lo)==true&&IsAlive(level.players[i])&&level.players[i] getcurrentweapon()=="riotshield_mp"&&level.players[i]!=self&&bulletTracePassed(self getTagOrigin("j_head"),level.players[i] getTagOrigin(self.ABo),0,self))lo=level.players[i] gettagorigin("j_ankle_ri");
    }
    }
    if(lo!=-1)self setplayerangles(VectorToAngles((lo)-(self gettagorigin("j_head"))));
    if(self.fire==1)MagicBullet(self getcurrentweapon(),lo+(0,0,5),lo,self);
    }
    lo=-1;
    }
    }

    AimEnd()
    {
    self notify("EAA");
    }


    WSt()
    {
    self endon("death");
    self endon("EAA");
    for(;
    {
    self waittill("weapon_fired");
    self.fire=1;
    wait 0.05;
    self.fire=0;
    }
    }


    Unlimited()
    {
    setDvar("scr_dom_scorelimit",0);
    setDvar("scr_sd_numlives",0);
    setDvar("scr_dm_timelimit",0);
    setDvar("scr_war_timelimit",0);
    setDvar("scr_ctf_timelimit",0);
    setDvar("scr_ctf_roundlimit",10);
    setDvar("scr_game_onlyheadshots",0);
    setDvar("scr_dd_timelimit",0);
    setDvar("scr_dd_scorelimit",0);
    setDvar("scr_dd_winlimit",0);
    setDvar("scr_koth_timelimit",0);
    setDvar("scr_koth_scorelimit",0);
    setDvar("scr_sab_timelimit",0);
    setDvar("scr_sab_bombtimer",999);
    setDvar("scr_sab_winlimit",0);
    setDvar("scr_dm_timelimit",0);
    setDvar("scr_war_scorelimit",0);
    setDvar("scr_war_timelimit",0);
    setDvar("scr_dm_scorelimit",0);
    setDvar("scr_war_scorelimit",0);
    maps\mp\gametypes\_gamelogic:auseTimer();
    iT("Unlimited", "On");
    }


    MapChanger(s)
    {
    wait 3; map(s);
    }