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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Scripting
Scripting and coding with Call of Duty: World at War.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: [Tutorial ]: Menu scripting and scripting related to it
xholyx
General Member
Since: Oct 17, 2007
Posts: 116
Last: Sep 7, 2010
[view latest posts]
Level 4
Category: CoDWW Scripting
Posted: Monday, Apr. 6, 2009 11:45 am
Ok with this tutorial i hope u allready know how to setup a mod and how to launch and compile it properly

in this tutorial i will explain multiple things

- Editing a existing menu.
- How to add new buttons
- How to add your own menu's
- What are the different buttons and commands are in menu scripting.

Well to start off, i recommend u to have a proper Text editor or Programming tool to have a good overview how to edit everything.
My mod folder i start with is going to be called : menumod

to start u have this to be done:


- U have the modtools , and u understand how to make a proper mod folder.
- Downloaded wscite GSC programming tool: http://customcod.com/community/index.php?topic=1847.0
- U have this program opened
- Open launcher.exe ( placed in Activision/Call of duty World at war/bin
- a few things u need to have copied from the RAW folder is
- maps/mp/gametypes/_globallogic.gsc
- ui_mp/wm_quickmessages


also make a new folder in your mod folder called :functions

if u have this and u checked this twice! then we can start off.

First we are going to open ui_mp/wm_quickmessages.menu with the Programming tool.
u will see this:


scroll down to the most lower point of the page .

u will see this
Code:

itemDef
		{
			name			"window"
			visible			1
			rect			16 52 0 0
			origin			ORIGIN_QUICKMESSAGEWINDOW
			forecolor		1 1 1 1
			textfont		UI_FONT_NORMAL
			textscale		.24
			textaligny		8
			text			"@QUICKMESSAGE_3_RESPONSES"
			decoration
		}
		execKey "3" { close quickmessage; open quickresponses }

		itemDef
		{
			name			"window"
			visible			1
			rect			16 68 0 0
			origin			ORIGIN_QUICKMESSAGEWINDOW
			forecolor		1 1 1 1
			textfont		UI_FONT_NORMAL
			textscale		.24
			textaligny		8
			text			"@QUICKMESSAGE_ESC_EXIT"
			decoration
		}



these 2 item defs are functions also called items.

itemdef{} is the function, u can fill in a lot things but we are going to do this:
- add a new button
- change the text
- change coordinates of the buttons

in the quickmessage menu it will look like this in-game


u see there is no space between the buttons to place anything, as we want to place a new button between Esc. and button 3.
What we are going to do is to place the Esc button a bit to below and insert the button with same coordinates a.k.a RECT

note: rect coordinates are like this
rect x y width height
so if i want to make a image in a menu that is below on left side of screen ( 400 y below ) and the image is 64 high and 128 wide then do this
rect 0 400 64 128

now lets off and start the coordinates first
to have something about standard values, the standard y size for this font size is 16 , so we need to add 1 line ,
this means the Esc button will go 16 y's below ( thats +16 ) so 68 + 16 = 84
Also we are going do add a new button so we just copy the itemdef of button3
like below and we are just editing it with the same coordinates as Esc button rect 16 68 0 0
With the new button we want to open a new menu , this one will be called mymenu .
So we also change the execkeyint as we want to open it with 4 and if we press 4 it will open a new menu called mymenu ,plus it closes this menu to prevent a lot of menus be opened at the same time


itemDef
{
name "window"
visible 1
rect 16 64 0 0
origin ORIGIN_QUICKMESSAGEWINDOW
forecolor 1 1 1 1
textfont UI_FONT_NORMAL
textscale .24
textaligny 8
text "4.Open my menu"
decoration
}
execKey "4" { close quickmessage; open mynewmenu }


then insert it below and change escape button coordinates to + 16


itemDef
{
name "window"
visible 1
rect 16 52 0 0
origin ORIGIN_QUICKMESSAGEWINDOW
forecolor 1 1 1 1
textfont UI_FONT_NORMAL
textscale .24
textaligny 8
text "@QUICKMESSAGE_3_RESPONSES"
decoration
}
execKey "3" { close quickmessage; open quickresponses }

itemDef
{
name "window"
visible 1
rect 16 64 0 0
origin ORIGIN_QUICKMESSAGEWINDOW
forecolor 1 1 1 1
textfont UI_FONT_NORMAL
textscale .24
textaligny 8
text "4.Open my menu"
decoration
}
execKey "4" { close quickmessage; open mynewmenu}

itemDef
{
name "window"
visible 1
rect 16 84 0 0
origin ORIGIN_QUICKMESSAGEWINDOW
forecolor 1 1 1 1
textfont UI_FONT_NORMAL
textscale .24
textaligny 8
text "@QUICKMESSAGE_ESC_EXIT"
decoration
}


Now SAVE it and go to your mod folder where u saved it - > ui_mp/wm_quickmessages .
Copy this one and paste it in your Raw folder ( Call of duty world at war-> Raw)

Go to your ModTool - ( launcher.exe ) Select the Modbuilder tab
Select in the dropdown box menumod .
And type like below:
menufile,ui_mp/wm_quickmessage.menu

example:



Now we have a backup for everything.
Although we edited a menu, we now need our mymenu , because else we dont have anything that will open it :O!.

so lets start off with that.
As reference im going to use the quickmessage menu as layout (NOTE : Using other menus is much easier as reference point and editing them, because making a layout yourself is a time-spending event :()

so lets open our quickmessage menu in your mods folder ( ui_mp/wm_quickmessages)
Now first we are going to save it as mymenu.menu .
Upper corner u see FILE - > Save as..
Now save it in ui_mp of your raw folder as mymenu.menu.

Now u did this we are going to remove the buttons 2, 3 and 4.

Select them and just delete the part and save it ( Ctrl+S ).
If it is correct u only have this left:
Code:

#include "ui/menudef.h"

#define ORIGIN_QUICKMESSAGETAB			32 224
#define ORIGIN_QUICKMESSAGEWINDOW		32 256

{
	menuDef
	{
		name			"quickmessage"
		visible			0
		fullscreen		0
		rect			0 0 640 480
		focuscolor		1 1 1 1
		disablecolor		0 0 0 0
 		style			WINDOW_STYLE_EMPTY

		onOpen
		{
			setDvar cl_bypassMouseInput "1"
		}
		onClose
		{
			setDvar cl_bypassMouseInput "0"
		}

// WINDOW BACKGROUND
		itemDef
		{
			name			"window_background"
			visible			1
			rect			0 0 224 192
			origin			ORIGIN_QUICKMESSAGEWINDOW
			style			WINDOW_STYLE_FILLED
			forecolor		1 1 1 1
			backcolor		0 0 0 0.7975
			decoration
		}
	
// WINDOW LINES
		itemDef
		{
			name			"window_lines"
			visible			1
			rect			3 0 2 187
			origin			ORIGIN_QUICKMESSAGEWINDOW
			style			WINDOW_STYLE_FILLED
			backcolor		1 1 1 .125
			decoration
		}
		itemDef
		{
			name			"window_lines"
			visible			1
			rect			219 0 2 187
			origin			ORIGIN_QUICKMESSAGEWINDOW
			style			WINDOW_STYLE_FILLED
			backcolor		1 1 1 .125
			decoration
		}
		itemDef
		{
			name			"window_lines"
			visible			1
			rect			5 0 214 2
			origin			ORIGIN_QUICKMESSAGEWINDOW
			style			WINDOW_STYLE_FILLED
			backcolor		1 1 1 .125
			decoration
		}
		itemDef
		{
			name			"window_lines"
			visible			1
			rect			3 187 218 2
			origin			ORIGIN_QUICKMESSAGEWINDOW
			style			WINDOW_STYLE_FILLED
			backcolor		1 1 1 .125
			decoration
		}

// TITLE
		itemDef
		{
			name			"title"
			visible			1
			rect			0 0 224 32
			origin			ORIGIN_QUICKMESSAGETAB
			style			WINDOW_STYLE_FILLED
			forecolor		1 1 1 1
			backcolor		0 0 0 0.7975
			type			ITEM_TYPE_TEXT
			text			"@QUICKMESSAGE_QUICK_MESSAGE"
			textfont		UI_FONT_NORMAL
			textscale		.24
			textaligny		24
			textalign		ITEM_ALIGN_CENTER
			decoration
		}
		itemDef
		{
			name			"title_quickmessage_gray"
			visible			1
			rect			3 3 218 29
			origin			ORIGIN_QUICKMESSAGETAB
			style			WINDOW_STYLE_FILLED
			backcolor		1 1 1 .125
			decoration
		}

		itemDef
		{
			name			"window"
			visible			1
			rect			16 20 0 0
			origin			ORIGIN_QUICKMESSAGEWINDOW
			forecolor		1 1 1 1
			textfont		UI_FONT_NORMAL
			textscale		.24
			textaligny		8
			text			"@QUICKMESSAGE_1_COMMANDS"
			decoration
		}
		execKey "1" { close quickmessage; open quickcommands }
	

		itemDef
		{
			name			"window"
			visible			1
			rect			16 68 0 0
			origin			ORIGIN_QUICKMESSAGEWINDOW
			forecolor		1 1 1 1
			textfont		UI_FONT_NORMAL
			textscale		.24
			textaligny		8
			text			"@QUICKMESSAGE_ESC_EXIT"
			decoration
		}
	}
}



After u done this we still have the wrong "Response" sending out to the engine, because what we want to do is making a Text come up in our screen :O
what we are going to do is in a few steps:

- make a new response
- make a .gsc that will see our response
- the .gsc will send out to the player a text in screen if he sees the response

first we are going to edit the button, and change the response of ExeckeyInt
The engine gets his responses by this command :
ScriptMenuResponse
Our ScriptmenuResponse is going to be "helloworld".
So below we are going to edit it

itemDef
{
name "window"
visible 1
rect 16 20 0 0
origin ORIGIN_QUICKMESSAGEWINDOW
forecolor 1 1 1 1
textfont UI_FONT_NORMAL
textscale .24
textaligny 8
text "Hello world!"
decoration
}
execKey "1" { close quickmessage; ScriptMenuResponse "helloworld" }

also we need to name it to our own menu:
search below the first lines of the file to MenuDef
if u scroll down u see
name "quickmessage"
we are going to change it to our own name like below

menuDef
{
name "mymenu"
visible 0
fullscreen 0
rect 0 0 640 480
focuscolor 1 1 1 1
disablecolor 0 0 0 0
style WINDOW_STYLE_EMPTY

onOpen
{
setDvar cl_bypassMouseInput "1"
}
onClose
{
setDvar cl_bypassMouseInput "0"
}



Now save the edited menu!
it should look now like this your menu :
Code:

#include "ui/menudef.h"

#define ORIGIN_QUICKMESSAGETAB			32 224
#define ORIGIN_QUICKMESSAGEWINDOW		32 256

{
	menuDef
	{
		name			"mymenu"
		visible			0
		fullscreen		0
		rect			0 0 640 480
		focuscolor		1 1 1 1
		disablecolor		0 0 0 0
 		style			WINDOW_STYLE_EMPTY

		onOpen
		{
			setDvar cl_bypassMouseInput "1"
		}
		onClose
		{
			setDvar cl_bypassMouseInput "0"
		}

// WINDOW BACKGROUND
		itemDef
		{
			name			"window_background"
			visible			1
			rect			0 0 224 192
			origin			ORIGIN_QUICKMESSAGEWINDOW
			style			WINDOW_STYLE_FILLED
			forecolor		1 1 1 1
			backcolor		0 0 0 0.7975
			decoration
		}
	
// WINDOW LINES
		itemDef
		{
			name			"window_lines"
			visible			1
			rect			3 0 2 187
			origin			ORIGIN_QUICKMESSAGEWINDOW
			style			WINDOW_STYLE_FILLED
			backcolor		1 1 1 .125
			decoration
		}
		itemDef
		{
			name			"window_lines"
			visible			1
			rect			219 0 2 187
			origin			ORIGIN_QUICKMESSAGEWINDOW
			style			WINDOW_STYLE_FILLED
			backcolor		1 1 1 .125
			decoration
		}
		itemDef
		{
			name			"window_lines"
			visible			1
			rect			5 0 214 2
			origin			ORIGIN_QUICKMESSAGEWINDOW
			style			WINDOW_STYLE_FILLED
			backcolor		1 1 1 .125
			decoration
		}
		itemDef
		{
			name			"window_lines"
			visible			1
			rect			3 187 218 2
			origin			ORIGIN_QUICKMESSAGEWINDOW
			style			WINDOW_STYLE_FILLED
			backcolor		1 1 1 .125
			decoration
		}

// TITLE
		itemDef
		{
			name			"title"
			visible			1
			rect			0 0 224 32
			origin			ORIGIN_QUICKMESSAGETAB
			style			WINDOW_STYLE_FILLED
			forecolor		1 1 1 1
			backcolor		0 0 0 0.7975
			type			ITEM_TYPE_TEXT
			text			"@QUICKMESSAGE_QUICK_MESSAGE"
			textfont		UI_FONT_NORMAL
			textscale		.24
			textaligny		24
			textalign		ITEM_ALIGN_CENTER
			decoration
		}
		itemDef
		{
			name			"title_quickmessage_gray"
			visible			1
			rect			3 3 218 29
			origin			ORIGIN_QUICKMESSAGETAB
			style			WINDOW_STYLE_FILLED
			backcolor		1 1 1 .125
			decoration
		}

		itemDef
		{
			name			"window"
			visible			1
			rect			16 20 0 0
			origin			ORIGIN_QUICKMESSAGEWINDOW
			forecolor		1 1 1 1
			textfont		UI_FONT_NORMAL
			textscale		.24
			textaligny		8
			text			"Hello world!"
			decoration
		}
		execKey "1" { close quickmessage; ScriptMenuResponse "helloworld" }
		
		itemDef
		{
			name			"window"
			visible			1
			rect			16 68 0 0
			origin			ORIGIN_QUICKMESSAGEWINDOW
			forecolor		1 1 1 1
			textfont		UI_FONT_NORMAL
			textscale		.24
			textaligny		8
			text			"@QUICKMESSAGE_ESC_EXIT"
			decoration
		}
	}
}


Copy the new menu and copy it to multiple folders

- Cut the mymenu.menu from ui_mp in the mod folder to a new folder u create , this will be called scriptmenus
- Now copy this mymenu.menu from the ui_mp/scriptmenus to your raw folder and place it in ui_mp/scriptmenus
- Now add this line to your Modbuilder ( the Launcher.exe )
- menufile,ui_mp/scriptmenus/mymenu.menu



Ok now we need to make a .gsc that checks the response

SO LETS START!
First go to your mod folder and open maps/mp/gametypes/_globallogic.gsc with the GSC programming tool.

If u did this select above in the programming tool this:

Select it so its checked.
Now u see line numbers.
Go to line:4348
add this:
Code:

thread functions\_mymenu::init();


i shall explain what this means.
This function well execute the function init() in folder functions called _mymenu.gsc .
What we need to do now is make a new file with the programming tool (Above u see a workbar and on the left upper corner u see File -> New select this )

Now type here this
Code:

init()
{
game["mymenu"] = "mymenu"; //mymenu is the name of menu so keep this.
Precachemenu(game["mymenu"]);
thread Onplayerconnect();
}

Onplayerconnect()
{
while(1)
{
level waittill("connecting",player);
player thread OnSpawnPlayer();
}


}

OnSpawnPlayer()
{

while(1)
{
self waittill("spawned");
self thread MenuResponses();
}

}


MenuResponses()
{
}


First i will explain what it will do.

When the game is loading it will load the functions into the game
so it will read like this:

Init - >precache the menu ( load it ) ->do function OnPlayerconnect -> wait till anybody is connecting , and wait till its a variable player - > if this is done -> do function OnSpawnPlayer on the player - > Player waits till it is spawned - > Engine says the player is spawned - > now do a function MenuResponses

The while(1) is a loop command, so u have to see it as a command that repeats time over time , so if it has waitted if someone has connected then it will thread the command and wait again to someone connects , and over again.

Now we did this we are going to focus on the Scripting part of Menuresponses
We need a few things
- a loop
- a check ( waittill ) that waits till we have a response sended out by the engine



this will look like this: ( this is a standard thing, cant change it, just do it like this)


MenuResponses()
{
while(1)
{
self waittill("menuresponse",menu,response)
if(menu == game["mymenu"] ) // if the response sended out is the menu called mymenu then proceed with the script
{
if(response == "helloworld")
self iprintlnbold("Hello world :O!!! =D");// print in a text inscreen that only the player that pressed the button will see

}



}
}


now we have this in our script below, save it as _mymenu.gsc ( File -> save as ) in your mod folder ( menumod folder ) -> functions
Code:

init()
{
game["mymenu"] = "mymenu"; //mymenu is the name of menu so keep this.
Precachemenu(game["mymenu"]);
thread Onplayerconnect();
}

Onplayerconnect()
{
while(1)
{
level waittill("connecting",player);
player thread OnSpawnPlayer();
}


}

OnSpawnPlayer()
{

while(1)
{
self waittill("spawned");
self thread MenuResponses();
}

}



MenuResponses()
{
while(1)
{
self waittill("menuresponse",menu,response)
      if(menu == game["mymenu"] ) // if the response sended out is the menu called mymenu then proceed with the script
        {
         if(response == "helloworld")
              self iprintlnbold("Hello world :O!!! =D");// print in a text inscreen that only the player that pressed the button will see
     
	}



}
}




If we have done this, check and make sure if u have this:

- mymenu.menu placed in raw/ui_mp/scriptmenus
- mymenu.menu placed in mods/menumod/ui_mp/scriptmenus
- mymenu.menu placed in
- Vista : C:\Users\Username\AppData\Local\Activision\CoDWaW\mods\menumod\ui_mp\scriptmenus
- XP : C:\Documents and Settings\[username]\Local Settings\Application Data\Activision\CoDWaW\mods\menumod\ui_mp\scriptmenus
- wm_quickmessages.menu placed in raw/ui_mp/
- wm_quickmessages.menu placed in mods/menumod/ui_mp/
- wm_quickmessages.menu placed in
- Vista : C:\Users\Username\AppData\Local\Activision\CoDWaW\mods\menumod\ui_mp\
- XP : C:\Documents and Settings\[username]\Local Settings\Application Data\Activision\CoDWaW\mods\menumod\ui_mp\


- the Functions and Maps folder (the gsc files) placed in mods/menumod/
- the Functions and Maps folder (the gsc files) placed in
- Vista : C:\Users\Username\AppData\Local\Activision\CoDWaW\mods\menumod\ui_mp\
- XP : C:\Documents and Settings\[username]\Local Settings\Application Data\Activision\CoDWaW\mods\menumod\ui_mp\



now if u have this go to your launcher , then select the Modbuild tab, Select your menumod , then press the Build Mod button.
if it is ready with compiling select the Run Game Tab - > select MP - > Select the menumod from dropdown box
check below that if these things are checked:

- developer 2
- devmap mp_dome (this is our testmap
)

IF it works, well done u made a menu mod :)!!!
Share |
irishstorm
General Member
Since: Jan 19, 2009
Posts: 128
Last: Feb 25, 2011
[view latest posts]
Level 4
Category: CoDWW Scripting
Posted: Wednesday, Apr. 8, 2009 12:27 am
you should add it here http://www.modsonline.com/Call_of_Duty_World_at_War_tutorials.html?1239150278
Share |
dutchman16
General Member
Since: May 8, 2006
Posts: 177
Last: Apr 29, 2009
[view latest posts]
Level 4
Category: CoDWW Scripting
Posted: Friday, Apr. 17, 2009 05:32 pm
Thanks for the tutorial mate, It helped me alot!
Share |
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoDWW Scripting
Posted: Thursday, May. 7, 2009 06:36 am
i still try to get a ITEM_TYPE_LISTBOX filled with custom entries, but these FEEDERs seem to be hardcoded. Or aren't they?
Share |
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