Deji Posted October 19, 2008 Share Posted October 19, 2008 (edited) GTA Forums seem to be offline I want to make a simple menu where you can select a name. It is for the calling part of my Fun Mod and I need some sort of speed dial-like thing. I want it so it has a list of names you can choose from. No submenu's, just the list and the codes to check which one was selected. Cheers EDIT: Nevermind. Russia gave me help How To Make San Andreas Menu Edited October 20, 2008 by Deji Link to comment Share on other sites More sharing options...
JAB HacksouL Posted October 20, 2008 Share Posted October 20, 2008 EDIT: Nevermind. Russia gave me help How To Make San Andreas Menu This was a good find Deji. Here I put it to use just add this to the main loop and when you press Y you can see the player's XYZ coords and angle. I couldn't make the decimal point but it is written in 100ths so just move the decimal point left 2 places. :COORDS_INCAR wait 0 if 00DF: actor $PLAYER_ACTOR driving jf @COORDS_ONFOOT 03C0: $PLAYER_CAR = actor $PLAYER_ACTOR car 00AA: store_car $PLAYER_CAR position_to $PLAYER_X $PLAYER_Y $PLAYER_Z 0174: $PLAYER_Z_ANGLE = car $PLAYER_CAR z_angle 0002: jump @DRAW_COORDS :COORDS_ONFOOT 00A0: store_actor $PLAYER_ACTOR position_to $PLAYER_X $PLAYER_Y $PLAYER_Z 0172: $PLAYER_Z_ANGLE = actor $PLAYER_ACTOR z_angle 0002: jump @DRAW_COORDS //Multiply by 100 :DRAW_COORDS 0011: $PLAYER_X *= 100.0 0011: $PLAYER_Y *= 100.0 0011: $PLAYER_Z *= 100.0 0011: $PLAYER_Z_ANGLE *= 100.0 //Truncate to Integer 008C: $PLAYER_X = float $PLAYER_X to_integer 008C: $PLAYER_Y = float $PLAYER_Y to_integer 008C: $PLAYER_Z = float $PLAYER_Z to_integer 008C: $PLAYER_Z_ANGLE = float $PLAYER_Z_ANGLE to_integer //If the player hits "Y" if 00E1: player 0 pressed_key 11 then :PANEL_1 wait 0 01B4: toggle_player $PLAYER_CHAR can_move 0 0512: show_permanent_text_box 'IE20' 0581: toggle_radar 0 08D4: $PANEL = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 08EE: set_panel $PANEL column 0 row 0 text_1number GXT 'NUMBER' number $PLAYER_X 08EE: set_panel $PANEL column 0 row 1 text_1number GXT 'NUMBER' number $PLAYER_Y 08EE: set_panel $PANEL column 0 row 2 text_1number GXT 'NUMBER' number $PLAYER_Z 08EE: set_panel $PANEL column 0 row 3 text_1number GXT 'NUMBER' number $PLAYER_Z_ANGLE :PANEL_3 wait 0 if 00E1: player 0 pressed_key 15 jf @PANEL_3 jf @ PANEL_3 0581: toggle_radar 1 03E6: remove_text_box 08DA: remove_panel $PANEL 01B4: toggle_player $PLAYER_CHAR can_move 1 end JAB Link to comment Share on other sites More sharing options...
Deji Posted October 20, 2008 Author Share Posted October 20, 2008 (edited) This was a good find Deji. Here I put it to use just add this to the main loop and when you press Y you can see the player's XYZ coords and angle. I couldn't make the decimal point but it is written in 100ths so just move the decimal point left 2 places.JAB To make a decimal I think you'd need to use the gxt file... In SA there are codes which refer to a gxt entry with the ~1~ and then . - Like 35.3 would be ~1~.~1~ and ~1~ can be set using main.scm coding... 01E3 (And there are some similar that add more numbers I think) I really wanted to post this... Here's the code for what I got set up at the moment... :ANIKEY1_1993 0001: wait 0 ms 00D6: if and 0AB0: key_pressed 53 0256: player $PLAYER_CHAR defined 8A29: not player $PLAYER_CHAR climbing 8A0C: not player $PLAYER_CHAR on_jetpack 004D: jump_if_false @ANIKEY1_1800 0002: jump @ANIKEY1_CELLPHONE :ANIKEY1_CELLPHONE wait 0 0247: load_model #CELLPHONE 038B: load_requested_models wait 0 if 0248: model #CELLPHONE available else_jump @ANIKEY1_CELLPHONE 0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 jump @ANIKEY1_CELLPHONE1 :ANIKEY1_CELLPHONE1 wait 1000 01B4: set_player $PLAYER_CHAR can_move 0 0581: toggle_radar 0 / / remove radar 0826: enable_hud 0 015D: set_gamespeed 0.0 0512: show_permanent_text_box 'DEJISD1' //Speed-dial Info 08D4: $SPEEDIAL = create_panel_with_title 'DEJISD' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 08DB: set_panel $SPEEDIAL Panel column 0 header 'DEJISD' data 'DEJIC1' 'DEJIC2' 'DEJIC3' 'DEJIC4' 'DEJIC5' 'DEJIC6' 'DEJIC7' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' //08D7: $SD = panel $SPEEDIAL active_row 08D7: 0@ = panel $SPEEDIAL active_row :ANIKEY1_SPEEDIAL2 wait 0 if 00E1: player 0 pressed_key 16 jf @ANIKEY1_SPEEDIAL9 if 0@ == 0 jf @ANIKEY1_SPEEDIAL3 jump @ANIKEY1_CALLSWEET :ANIKEY1_CALLSWEET wait 0 023C: load_special_actor 'SWEET' as 1 // models 290-299 038B: load_requested_models wait 0 if 023D: special_actor 1 loaded jf @ANIKEY1_CALLSWEET 009A: $SWEET = create_actor_pedtype 23 model #SPECIAL01 at 2522.7322 -1678.9797 15.497 0888: create_marker_above_actor $SWEET handle_as $SWEETMARKER // versionB 07E0: set_marker $SWEETMARKER type_to 1 03E5: show_text_box 'DEJISD2' //Go to the marker to meet up! 08DA: remove_panel $SPEEDIAL 015D: set_gamespeed 1.0 0581: enable_radar 1 0826: enable_hud 1 wait 500 01B4: set_player $PLAYER_CHAR can_move 1 03E7: flash_hud_component 10 wait 1500 03E6: remove_text_box gosub @ANIKEY1_SWEETACTIVE jump @ANIKEY1_SPEEDIAL9 :ANIKEY1_SWEETACTIVE wait 0 if 00EC: actor $PLAYER_ACTOR 0 near_point 2522.7322 -1678.9797 15.497 radius 20.0 20.0 0AA0: gosub_if_false @ANIKEY1_SWEETACTIVE 01B2: give_actor $SWEET weapon 24 ammo 9999 0631: put_actor $SWEET in_group $PLAYER_GROUP 07CB: set_actor $SWEET supporting_fire 1 //My code! Make your own :P Yup, this code gives the abillity to call a friend and go to pick them up. So far only Sweet is programmed... It spawns Sweet outside his house and puts a blip on the radar for you to drive to get him... Then when you go near him he's automatically put into your group so he'll follow you around and shoot stuff with you. I'm adding a few more people that CJ knows in that sense... Big Bear (The original, fat version ), Cesar, Kendl (Doesn't carry guns ), Madd Dog, The Truth and Wuzimu (Will walk blind-ish) I've also added the magnet attatched to heli script to the fun mod... Can't wait to release it. By the way, Jab... How do I properly make sounds occur. I know there are many ways but which one would one that made Sweet speak in the game be? Would this work? 04AE: $DIALOG_WAV[0] = 29053 // $ = any Cuz to my knowledge it wouldn't and I really hate resetting my PC when the game fucks up so much it completely freezes..l Edited October 20, 2008 by Deji Link to comment Share on other sites More sharing options...
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