Hallo, ik heb met SannyBuilder een code gemaakt voor een wapenspawner met menutje.
Ik zie aleen geen tekst, hoe komt dit?
Ik wil ook graag hebben dat de wapenspawner pas aangaat als je 'GUNFIRE' intypt.
Hoe doe ik dit?
De code:
{$CLEO .cs}
wait 0
:Load_Weapons
0247: load_model #gun_dildo1
0247: load_model #gun_dildo2
0247: load_model #gun_vibe1
0247: load_model #gun_vibe2
0247: load_model #flowera
0247: load_model #gun_cane
0247: load_model #brassknuckle
0247: load_model #golfclub
0247: load_model #nitestick
0247: load_model #knifecur
0247: load_model #bat
0247: load_model #shovel
0247: load_model #poolcue
0247: load_model #katana
0247: load_model #chnsaw
0247: load_model #grenade
0247: load_model #teargas
0247: load_model #molotov
0247: load_model #colt45
0247: load_model #silenced
0247: load_model #desert_eagle
0247: load_model #chromegun
0247: load_model #sawnoff
0247: load_model #shotgspa
0247: load_model #micro_uzi
0247: load_model #mp5lng
0247: load_model #tec9
0247: load_model #ak47
0247: load_model #m4
0247: load_model #cuntgun
0247: load_model #sniper
0247: load_model #rocketla
0247: load_model #heatseek
0247: load_model #flame
0247: load_model #minigun
0247: load_model #satchel
0247: load_model #spraycan
0247: load_model #fire_ex
0247: load_model #camera
0247: load_model #nvgoggles
0247: load_model #irgoggles
0247: load_model #gun_para
038B: load_requested_models
wait 0
:KeyPress313
0AB0: key_pressed 71 //G
0AB0: key_pressed 85 //U
0AB0: key_pressed 78 //N
0AB0: key_pressed 70 //F
0AB0: key_pressed 73 //I
0AB0: key_pressed 82 //R
0AB0: key_pressed 69 //E
:Wapentjes
0512: show_permanent_text_box 'CLOTHA'
08D4: $MENU = create_panel_with_title 'WEAPONSHIT' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB: set_panel $MENU column 0 header 'Weapons' data 'Hand' 'Melee' 'Handguns' 'Shotguns' 'SMGs' 'Assault rifles' 'Rifles' 'Heavy artillery' 'Thrown weapons' 'Handheld items' 'Gifts' 'Apparel items'
repeat
wait 0 ms
if 00E1: player 0 pressed_key 15
then
08DA: remove_panel $MENU
03E6: remove text box
jump @KeyPress313
end
until 00E1: player 0 pressed_key 16
08D7: $choice = panel $MENU active_row
08DA: remove_panel $MENU
03E6: remove text box
if $choice == 0
then
jump @Handchoise
end
if $choice == 1
then
jump @Meleechoise
end
if $choice == 2
then
jump @Handgunchoise
end
if $choice == 3
then
jump @Shotgunchoise
end
if $choice == 4
then
jump @SMGchoise
end
if $choice == 5
then
jump @Assaultchoise
end
if $choice == 6
then
jump @Riflechoise
end
if $choice == 7
then
jump @Heavychoise
end
if $choice == 8
then
jump @Thrownchoise
end
if $choice == 9
then
jump @Handheldchoise
end
if $choice == 10
then
jump @Giftchoise
end
if $choice == 11
then
jump @Apparelchoise
end
//------------------------------------------------------------------------------------------------------------
//Keuze 0, Hand-----------------------------------------------------------------------------------------------
:Handchoise
08D4: $MENU1 = create_panel_with_title 'Hand' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB: set_panel $MENU1 column 0 header 'Hand' data 'Fist' 'Brass knuckles' 'Clear weapons' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
repeat
wait 0 ms
if 00E1: player 0 pressed_key 15
then
08DA: remove_panel $MENU
03E6: remove text box
jump @Wapentjes
end
until 00E1: player 0 pressed_key 16
08D7: $choice = panel $MENU1 active_row
08DA: remove_panel $MENU1
03E6: remove text box
if $choice == 0
then
01B2: give_actor $PLAYER_ACTOR weapon 0 ammo 60 // Load the weapon model before using this
end
jump @Handchoise
if $choice == 1
then
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 60 // Load the weapon model before using this
end
jump @Handchoise
if $choice == 2
then
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
end
jump @Handchoise
//------------------------------------------------------------------------------------------------------------
//Keuze 1, Melee----------------------------------------------------------------------------------------------
:Meleechoise
08D4: $MENU2 = create_panel_with_title 'Melee' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB: set_panel $MENU2 column 0 header 'Melee' data 'Baseball bat' 'Chainsaw' 'Golf club' 'Katana' 'Knife' 'Night stick' 'Pool cue' 'Shovel' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
repeat
wait 0 ms
if 00E1: player 0 pressed_key 15
then
08DA: remove_panel $MENU2
03E6: remove text box
jump @Wapentjes
end
until 00E1: player 0 pressed_key 16
08D7: $choice = panel $MENU2 active_row
08DA: remove_panel $MENU2
03E6: remove text box
if $choice == 0
then
01B2: give_actor $PLAYER_ACTOR weapon 5 ammo 60 // Load the weapon model before using this
end
jump @Meleechoise
if $choice == 1
then
01B2: give_actor $PLAYER_ACTOR weapon 9 ammo 60 // Load the weapon model before using this
end
jump @Meleechoise
if $choice == 2
then
01B2: give_actor $PLAYER_ACTOR weapon 2 ammo 60 // Load the weapon model before using this
end
jump @Meleechoise
if $choice == 3
then
01B2: give_actor $PLAYER_ACTOR weapon 8 ammo 60 // Load the weapon model before using this
end
jump @Meleechoise
if $choice == 4
then
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 60 // Load the weapon model before using this
end
jump @Meleechoise
if $choice == 5
then
01B2: give_actor $PLAYER_ACTOR weapon 3 ammo 60 // Load the weapon model before using this
end
jump @Meleechoise
if $choice == 6
then
01B2: give_actor $PLAYER_ACTOR weapon 7 ammo 60 // Load the weapon model before using this
end
jump @Meleechoise
if $choice == 7
then
01B2: give_actor $PLAYER_ACTOR weapon 6 ammo 60 // Load the weapon model before using this
end
jump @Meleechoise
//------------------------------------------------------------------------------------------------------------
//Keuze 2, Handgun--------------------------------------------------------------------------------------------
:Handgunchoise
08D4: $MENU3 = create_panel_with_title 'Handgun' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB: set_panel $MENU3 column 0 header 'Handgun' data 'Pistol' 'Silenced Pistol' 'Desert Eagle' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
repeat
wait 0 ms
if 00E1: player 0 pressed_key 15
then
08DA: remove_panel $MENU3
03E6: remove text box
jump @Wapentjes
end
until 00E1: player 0 pressed_key 16
08D7: $choice = panel $MENU3 active_row
08DA: remove_panel $MENU3
03E6: remove text box
if $choice == 0
then
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 60 // Load the weapon model before using this
end
jump @Handgunchoise
if $choice == 1
then
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 60 // Load the weapon model before using this
end
jump @Handgunchoise
if $choice == 2
then
01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 60 // Load the weapon model before using this
end
jump @Handgunchoise
//------------------------------------------------------------------------------------------------------------
//Keuze 3, Shotgun--------------------------------------------------------------------------------------------
:Shotgunchoise
08D4: $MENU4 = create_panel_with_title 'Shotgun' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB: set_panel $MENU4 column 0 header 'Shotgun' data 'Shotgun' 'Sawn Off' 'Combat Shotgun' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
repeat
wait 0 ms
if 00E1: player 0 pressed_key 15
then
08DA: remove_panel $MENU4
03E6: remove text box
jump @Wapentjes
end
until 00E1: player 0 pressed_key 16
08D7: $choice = panel $MENU4 active_row
08DA: remove_panel $MENU4
03E6: remove text box
if $choice == 0 //Shotgun
then
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 60 // Load the weapon model before using this
end
jump @Shotgunchoise
if $choice == 1 //Sawn-off Shotgun
then
01B2: give_actor $PLAYER_ACTOR weapon 26 ammo 60 // Load the weapon model before using this
end
jump @Shotgunchoise
if $choice == 2 //Combat Shotgun
then
01B2: give_actor $PLAYER_ACTOR weapon 27 ammo 60 // Load the weapon model before using this
end
jump @Shotgunchoise
//------------------------------------------------------------------------------------------------------------
//Keuze 4, SMG--------------------------------------------------------------------------------------------
:SMGchoise
08D4: $MENU5 = create_panel_with_title 'SMG' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB: set_panel $MENU5 column 0 header 'SMG' data 'Tec-9' 'Micro SMG' 'SMG' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
repeat
wait 0 ms
if 00E1: player 0 pressed_key 15
then
08DA: remove_panel $MENU5
03E6: remove text box
jump @Wapentjes
end
until 00E1: player 0 pressed_key 16
08D7: $choice = panel $MENU5 active_row
08DA: remove_panel $MENU5
03E6: remove text box
if $choice == 0 //Tec-9
then
01B2: give_actor $PLAYER_ACTOR weapon 32 ammo 60 // Load the weapon model before using this
end
jump @SMGchoise
if $choice == 1 //Micro SMG
then
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 60 // Load the weapon model before using this
end
jump @SMGchoise
if $choice == 2 //SMG
then
01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 60 // Load the weapon model before using this
end
jump @SMGchoise
//------------------------------------------------------------------------------------------------------------
//Keuze 5, Assault rifles-------------------------------------------------------------------------------------
:Assaultchoise
08D4: $MENU6 = create_panel_with_title 'Assault' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB: set_panel $MENU6 column 0 header 'Assault' data 'AK47' 'M4' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
repeat
wait 0 ms
if 00E1: player 0 pressed_key 15
then
08DA: remove_panel $MENU
03E6: remove text box
jump @Wapentjes
end
until 00E1: player 0 pressed_key 16
08D7: $choice = panel $MENU6 active_row
08DA: remove_panel $MENU6
03E6: remove text box
if $choice == 0 //AK47
then
01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 60 // Load the weapon model before using this
end
jump @Assaultchoise
if $choice == 1 //M4
then
01B2: give_actor $PLAYER_ACTOR weapon 31 ammo 60 // Load the weapon model before using this
end
jump @Assaultchoise
//----------------------------------------------------------------------------------------------------
//Keuze 6, Rifles-------------------------------------------------------------------------------------
:Riflechoise
08D4: $MENU7 = create_panel_with_title 'Rifles' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB: set_panel $MENU7 column 0 header 'Rifles' data 'Rifle' 'Sniper Rifle' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
repeat
wait 0 ms
if 00E1: player 0 pressed_key 15
then
08DA: remove_panel $MENU7
03E6: remove text box
jump @Wapentjes
end
until 00E1: player 0 pressed_key 16
08D7: $choice = panel $MENU7 active_row
08DA: remove_panel $MENU7
03E6: remove text box
if $choice == 0 //Rifle
then
01B2: give_actor $PLAYER_ACTOR weapon 33 ammo 60 // Load the weapon model before using this
end
jump @Riflechoise
if $choice == 1 //Sniper Rifle
then
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 60 // Load the weapon model before using this
end
jump @Riflechoise
//----------------------------------------------------------------------------------------------------------
//Keuze 7, Heavy artillery----------------------------------------------------------------------------------
:Heavychoise
08D4: $MENU8 = create_panel_with_title 'Heavy artillery' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB: set_panel $MENU8 column 0 header 'Heavy artillery' data 'Flamethrower' 'Minigun' 'Rocket Launcher' 'HS Rocket' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
repeat
wait 0 ms
if 00E1: player 0 pressed_key 15
then
08DA: remove_panel $MENU8
03E6: remove text box
jump @Wapentjes
end
until 00E1: player 0 pressed_key 16
08D7: $choice = panel $MENU8 active_row
08DA: remove_panel $MENU8
03E6: remove text box
if $choice == 0 //Flamethrower
then
01B2: give_actor $PLAYER_ACTOR weapon 37 ammo 60 // Load the weapon model before using this
end
jump @Heavychoise
if $choice == 1 //Minigun
then
01B2: give_actor $PLAYER_ACTOR weapon 38 ammo 60 // Load the weapon model before using this
end
jump @Heavychoise
if $choice == 2 //Rocket Launcher
then
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 60 // Load the weapon model before using this
end
jump @Heavychoise
if $choice == 3 //Heat-seeking Rocket Launcher
then
01B2: give_actor $PLAYER_ACTOR weapon 36 ammo 60 // Load the weapon model before using this
end
jump @Heavychoise
//----------------------------------------------------------------------------------------------------------
//Keuze 8, Thrown weapons-----------------------------------------------------------------------------------
:Thrownchoise
08D4: $MENU9 = create_panel_with_title 'Thrown weapons' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB: set_panel $MENU9 column 0 header 'Thrown weapons' data 'Grenade' 'Molotov' 'Satchel charge' 'Tear Gas' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
repeat
wait 0 ms
if 00E1: player 0 pressed_key 15
then
08DA: remove_panel $MENU9
03E6: remove text box
jump @Wapentjes
end
until 00E1: player 0 pressed_key 16
08D7: $choice = panel $MENU9 active_row
08DA: remove_panel $MENU9
03E6: remove text box
if $choice == 0 //Grenade
then
01B2: give_actor $PLAYER_ACTOR weapon 16 ammo 60 // Load the weapon model before using this
end
jump @Thrownchoise
if $choice == 1 //Molotov cocktail
then
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 60 // Load the weapon model before using this
end
jump @Thrownchoise
if $choice == 2 //Satchel charge
then
01B2: give_actor $PLAYER_ACTOR weapon 39 ammo 60 // Load the weapon model before using this
end
jump @Thrownchoise
if $choice == 3 //Tear gas grenade
then
01B2: give_actor $PLAYER_ACTOR weapon 17 ammo 60 // Load the weapon model before using this
end
jump @Thrownchoise
//----------------------------------------------------------------------------------------------------------
//Keuze 9, Handheld items-----------------------------------------------------------------------------------
:Handheldchoise
08D4: $MENU10 = create_panel_with_title 'Handheld items' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB: set_panel $MENU10 column 0 header 'Handheld items' data 'Camera' 'Extinguisher' 'Spray Can' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
repeat
wait 0 ms
if 00E1: player 0 pressed_key 15
then
08DA: remove_panel $MENU10
03E6: remove text box
jump @Wapentjes
end
until 00E1: player 0 pressed_key 16
08D7: $choice = panel $MENU10 active_row
08DA: remove_panel $MENU10
03E6: remove text box
if $choice == 0 //Camera
then
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 60 // Load the weapon model before using this
end
jump @Handheldchoise
if $choice == 1 //Fire Extinguisher
then
01B2: give_actor $PLAYER_ACTOR weapon 42 ammo 60 // Load the weapon model before using this
end
jump @Handheldchoise
if $choice == 2 //Spray Can
then
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 60 // Load the weapon model before using this
end
jump @Handheldchoise
//----------------------------------------------------------------------------------------------------------
//Keuze 10, Gifts-------------------------------------------------------------------------------------------
:Giftchoise
08D4: $MENU11 = create_panel_with_title 'Gifts' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB: set_panel $MENU11 column 0 header 'Gifts' data 'Flowers' 'Big Dildo' 'Small Dildo' 'Big Vibrator' 'Small Vibrator' 'Cane' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
repeat
wait 0 ms
if 00E1: player 0 pressed_key 15
then
08DA: remove_panel $MENU11
03E6: remove text box
jump @Wapentjes
end
until 00E1: player 0 pressed_key 16
08D7: $choice = panel $MENU11 active_row
08DA: remove_panel $MENU11
03E6: remove text box
if $choice == 0 //Flowers
then
01B2: give_actor $PLAYER_ACTOR weapon 14 ammo 60 // Load the weapon model before using this
end
jump @Giftchoise
if $choice == 1 //Big Dildo
then
01B2: give_actor $PLAYER_ACTOR weapon 10 ammo 60 // Load the weapon model before using this
end
jump @Giftchoise
if $choice == 2 //Small Dildo
then
01B2: give_actor $PLAYER_ACTOR weapon 11 ammo 60 // Load the weapon model before using this
end
jump @Giftchoise
if $choice == 3 //Big Vibrator
then
01B2: give_actor $PLAYER_ACTOR weapon 12 ammo 60 // Load the weapon model before using this
end
jump @Giftchoise
if $choice == 4 //Small Vibrator
then
01B2: give_actor $PLAYER_ACTOR weapon 13 ammo 60 // Load the weapon model before using this
end
jump @Giftchoise
if $choice == 5 //Cane
then
01B2: give_actor $PLAYER_ACTOR weapon 15 ammo 60 // Load the weapon model before using this
end
jump @Giftchoise
//----------------------------------------------------------------------------------------------------------
//Keuze 11, Apparel items-------------------------------------------------------------------------------------------
:Apparelchoise
08D4: $MENU12 = create_panel_with_title 'Apparel items' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1
08DB: set_panel $MENU12 column 0 header 'Apparel items' data 'NV Goggles' 'Thermal Goggles' 'Parachute' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
repeat
wait 0 ms
if 00E1: player 0 pressed_key 15
then
08DA: remove_panel $MENU12
03E6: remove text box
jump @Wapentjes
end
until 00E1: player 0 pressed_key 16
08D7: $choice = panel $MENU12 active_row
08DA: remove_panel $MENU12
03E6: remove text box
if $choice == 0 //Night Vision Goggles
then
01B2: give_actor $PLAYER_ACTOR weapon 44 ammo 60 // Load the weapon model before using this
end
jump @Apparelchoise
if $choice == 1 //Thermal Goggles
then
01B2: give_actor $PLAYER_ACTOR weapon 45 ammo 60 // Load the weapon model before using this
end
jump @Apparelchoise
if $choice == 2 //Parachute
then
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 60 // Load the weapon model before using this
end
jump @Apparelchoise
:Endd
//Release models
0249: release_model #gun_dildo1
0249: release_model #gun_dildo2
0249: release_model #gun_vibe1
0249: release_model #gun_vibe2
0249: release_model #flowera
0249: release_model #gun_cane
0249: release_model #brassknuckle
0249: release_model #golfclub
0249: release_model #nitestick
0249: release_model #knifecur
0249: release_model #bat
0249: release_model #shovel
0249: release_model #poolcue
0249: release_model #katana
0249: release_model #chnsaw
0249: release_model #grenade
0249: release_model #teargas
0249: release_model #molotov
0249: release_model #colt45
0249: release_model #silenced
0249: release_model #desert_eagle
0249: release_model #chromegun
0249: release_model #sawnoff
0249: release_model #shotgspa
0249: release_model #micro_uzi
0249: release_model #mp5lng
0249: release_model #tec9
0249: release_model #ak47
0249: release_model #m4
0249: release_model #cuntgun
0249: release_model #sniper
0249: release_model #rocketla
0249: release_model #heatseek
0249: release_model #flame
0249: release_model #minigun
0249: release_model #satchel
0249: release_model #spraycan
0249: release_model #fire_ex
0249: release_model #camera
0249: release_model #nvgoggles
0249: release_model #irgoggles
0249: release_model #gun_para
0A93: end_custom_thread
Hallo, ik heb met SannyBuilder een code gemaakt voor een wapenspawner met menutje.
Ik zie aleen geen tekst, hoe komt dit?
Ik wil ook graag hebben dat de wapenspawner pas aangaat als je 'GUNFIRE' intypt.
Hoe doe ik dit?
De code: