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Plutonium

JuiceTrailer62undefined

JuiceTrailer62

@JuiceTrailer62
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  • Origins soul boxes
    JuiceTrailer62undefined JuiceTrailer62

    not too sure if you still looking into this but you can replace the function that notify the box completion and just keep track the amount of souls going in <box>.n_souls_absorbed and when it hits the amount of souls you want <box> notify( "soul_absorbed", self );

    to get the boxes:
    <box> = getentarray( "foot_box", "targetname" );


  • My Personal Menu Base Release
    JuiceTrailer62undefined JuiceTrailer62

    GrimZz0 Oh in to it? Maybe I should have added instructions, Its ads + knife to open, knife to close and go back a sub menu, and action slot 3 ~ 5 to use sliders


  • My Personal Menu Base Release
    JuiceTrailer62undefined JuiceTrailer62

    JuiceTrailer62 Important, when I was cleaning some of the stuff up, I forgot to add update text back into the overflow fix. This will cause overflow issues. I would fix it myself but that wouldn't make the menu very shitty. FIX :Capture.PNG


  • My Personal Menu Base Release
    JuiceTrailer62undefined JuiceTrailer62

    Just passing it along since Diablo 4 is coming out soon. This isn't anyway the best menu base. It has issues and needs cleaning, but it does work and can be ported to any game title.

    Hopefully I labeled everything correctly for the admins.

    Features:

    • shaders

      • toggle
      • sub menu
      • color
      • resize hud
    • text

      • options <- duh
      • slider arrays <- strtok or array()

    3.PNG 2.PNG 1.PNG

    The feature elements classified as option_left and option_right.

    • issue
      • if self.menu.toggle ~ toggle shader
      • if self.menu.shader ~ color shader
      • if self.menu.function == new_menu ~ submenu shader
      • if self.menu.slider ~ slider option
        does have support for infinity toggles but the why the scrolling is done it won't work.
        could be some unknow issues also, report any and I'll fix it in the year 2038

    this does work very well and I haven't had any issues with it but it isn't the best way to do it.

    this can be improved by migrating from a store text system to a set menu text system.

    • XTUL latest overflow

      • have fun
    • Doesn't have client support

      • can be added but I didn't
    • How To Add Menus?
      4.PNG

    • How Do I Add Menus In Menus?
      5.PNG
      you can also just do convert( a1 ) as the title

    • How Do I Add Option?

      • Option Types
        6.PNG
      • Creating a toggle
        • <toggle> bool( self.toggle ), bool is just true and false
          inside the function you need update_toggle( bool( self.toggle ) ) to update the toggle
      • Creating a shader
        • <shader> will be the shader, example "white", this could be anything.
        • <input_a> is the hud element - you can probably just undefined this
        • <input_b> is the color for the shader
        • <input_c> is the width of the shader
        • <input_d> is the height of the shader
      • Creating a slider
        • <array> this will be what the array gets placed in
          this can be a strtok( "", ";" ) or array( "", "" )
          you can also store an array in the init() level.testing = array( "a", "b", "c" );
          and place level.testing the the <array> location in the self slider();
        • useful slider junk
          • self.menu.slider[ menu ][ "slider" ][ cursor ];
            example: beans = self.menu.slider[ menu ][ "slider" ][ cursor ];
            if( beans = <Text A> ) do text a
          • self.menu.slider_cursor[ menu + "_cursor" ][ cursor ];
            same as before but you can use the cursor index to increment values

    if you ever worked with the aio structure the code will be very similar except one was bullied by me. I haven't seen a menu base that uses toggle shaders that is publicly available so do enjoy. If you make any improvements, please share and don't look at the update_scroller().

    If you're just using it for mods, the explanation on how to add menus and option types is good enough for you.

    If you're editing, self.menu.cursor[ self.menu.current_menu ] or cursor = get_cursor() will be your friend same as menu = get_menu();

    • file needs to go here > c:\users\ <YOU> \appdata\local\plutonium\storage\t6\scripts\zm
      https://www.mediafire.com/file/20vpd6hgjc8dxw2/aio_pluto_t6.gsc/file

    • Credits <- these the goons that originally worked with the aio, hopefully didn't miss anyone
      extinct
      xtul
      mikey
      shark
      loz
      xepixtvx
      sygnus
      youviolateme

    PPS the menu isn't good 😄 the curse is now yours

    have a cute snake picture from my collection
    345036639_230527206281947_4457070518581952556_n.jpg


  • if( issubstr( weapon, "upgraded" ) ) help
    JuiceTrailer62undefined JuiceTrailer62
    has_weapon( weapon ) {
        if( self has_weapon_or_upgrade( weapon ) ) {
            if( is_weapon_upgraded( weapon ) ) {
                return true;
            }
            else {
                return true;
            }
        }
        return false;
    }```
    This works better and I actually tested this

  • if( issubstr( weapon, "upgraded" ) ) help
    JuiceTrailer62undefined JuiceTrailer62

    base = get_base_weapon_name( weapon, issubstr( weapon, "upgraded" ) );


  • any velocity/speed meters?
    JuiceTrailer62undefined JuiceTrailer62

    kokin Ill send you a example or the whole thing in a bit, I got resizable options working on my menu base and it taking all my time right now lol I have a function to scale but I guess it doesn't work because using scaleovertime works fine, I just have to redo my huds and Ill send it to you chief


  • any velocity/speed meters?
    JuiceTrailer62undefined JuiceTrailer62

    Resxt this is pretty cool, I converted it to bo2 and enjoy it, if you are the creator thank you


  • [Source][T6][ZM] Mod Menu Base
    JuiceTrailer62undefined JuiceTrailer62

    true resizable options? imma steal that my menu needs that. Nope not true maybe one day I'll see how it's done.


  • origins mud removal
    JuiceTrailer62undefined JuiceTrailer62

    JuiceTrailer62 thinking about it that will probably crash, I don't know just made it up, but someone will get it and fix it probably


  • origins mud removal
    JuiceTrailer62undefined JuiceTrailer62

    if you want to turn the mud back on you can also do level.a_e_slow_areas = getentarray( "player_slow_area", "targetname" );

    you can also target the mud and instead of disabling it you can increase or decrease the player movement speed in it. example

    while( true ) {
        ary = level.a_e_slow_areas;
        num = getfirstarraykey( ary );
        while( isdefined( num ) ) {
            area = ary[ num ];
            if( self istouching( area ) ) {
                self setclientfieldtoplayer( "sndmudslow", 0 );
                self notify( "mud_slowdown_cleared" );
                continue;
            }
            else {
                num = getnextarraykey( ary, num );
            }
        }
        self setmovespeedscale( <speed> );
        wait .05;
    }

  • My Give All Perks Script Isn't Working
    JuiceTrailer62undefined JuiceTrailer62

    JezuzLizard Im just now seeing this, pretty cool especially players_keep_perks_permanently couldn't you just use this to give all perks?

    for( i = 0; i < level.perks.size; i++ ) {
        self give_perk( level.perks[ i ] );
    }
    

  • [Release] [Zombies] Health and Zombie Counter
    JuiceTrailer62undefined JuiceTrailer62

    JezuzLizard waypoints is very cool, only thing I ever worked on like that is drawing shaders on zombies for generic wallhacks lol, your code is very clean and organized that will be me one day


  • [Release] [Zombies] Health and Zombie Counter
    JuiceTrailer62undefined JuiceTrailer62
    divide_color( a, b, c ) {
        return( a / 255, b / 255, c / 255 );
    }
    

    If you want to, I haven't seen it yet.
    you can divide the color of the health and zombies, have it green for max health, half health yellow, and low red with this function same with zombies, have it red for last ect, its cool and it hasn't been done to my knowledge. example

    if( self.health <= 100 ) {
        return divide_color( math );
    }
    else {
        return divide_color( math );
    }
    ``` I'll test and get the math and update this later

  • [Resource] GSC give yourself the one_inch_punch correctly
    JuiceTrailer62undefined JuiceTrailer62

    coder x64 I did lol I said that in the message


  • [Resource] GSC give yourself the one_inch_punch correctly
    JuiceTrailer62undefined JuiceTrailer62

    hmmm very cool but even with the included file I get a error with monitor_melee_swipeCapture.PNG

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