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Mod Menu Selecting More Options At Once! help!



  • So this is my first time attempting to code a mod menu for gta 5 and all the features so far are working great but there is one problem. When using the Player menu, say i select god mode it will enable god mode but it will also enable the option underneath it which in my case is Never wanted.

    Here is my code:

    public class Class1 : Script
    {
    MenuPool modMenuPool;
    UIMenu mainMenu;

        UIMenu playerMenu;
        UIMenu vehicleMenu;
    
        bool godModeon = false;
        bool neverWantedlevelOn = false;
    
        Ped gamePed = Game.Player.Character;
    
        public Class1()
        {
            Setup();
    
            Tick += onTick;
            KeyDown += OnKeyDown;
        }
        
        void Setup()
        {
            modMenuPool = new MenuPool();
            mainMenu = new UIMenu("Mayhems Menu", "Main Menu");
            modMenuPool.Add(mainMenu);
    
            playerMenu = modMenuPool.AddSubMenu(mainMenu, "Player");
            vehicleMenu = modMenuPool.AddSubMenu(mainMenu, "Vehicle Spawner");
    
            SetupPlayerFunctions();
            SetupVehicleFunctions();
        }
    
        void SetupPlayerFunctions()
        {
            godMode();
            NeverWanted();
            Money();
        }
    
        void SetupVehicleFunctions()
        {
            SpawnVehicle();
            SpawnVehicleName();
        }
    
        void Money()
        {
            UIMenuItem giveMoney = new UIMenuItem("Give $10 mil");
            playerMenu.AddItem(giveMoney);
    
            playerMenu.OnItemSelect += (sender, item, index) =>
            {
                Game.Player.Money = Game.Player.Money + 10000000;
            };
        }
    
        void NeverWanted()
        {
            UIMenuItem neverWanted = new UIMenuItem("Never Wanted: " + neverWantedlevelOn.ToString());
    
            playerMenu.AddItem(neverWanted);
    
            playerMenu.OnItemSelect += (sender, item, index) =>
            {
                neverWantedlevelOn = !neverWantedlevelOn;
    
                if (neverWantedlevelOn)
                {
                    neverWanted.Text = "Never Wanted: " + true.ToString();
                }
                else
                {
                    neverWanted.Text = "Never Wanted: " + false.ToString();
                }
            };
        }
    
        void godMode()
        {
            UIMenuItem godMode = new UIMenuItem("God Mode: " + godModeon.ToString());
    
            playerMenu.AddItem(godMode);
    
            playerMenu.OnItemSelect += (sender, item, index) =>
            {
                godModeon = !godModeon;
    
                if (item == godMode)
                {
                    
    
                    if (godModeon)
                    {
                        Game.Player.IsInvincible = true;
                        gamePed.IsInvincible = true;
    
                        godMode.Text = "God Mode: " + true.ToString();
                    }
                    else
                    {
                        Game.Player.IsInvincible = false;
                        gamePed.IsInvincible = false;
    
                        godMode.Text = "God Mode: " + false.ToString();
                    }
                }
            };
        }
    
        void SpawnVehicleName()
        {
            UIMenuItem vehicleSpawnItem = new UIMenuItem("Spawn Vehicle By Name");
            vehicleMenu.AddItem(vehicleSpawnItem);
            vehicleMenu.OnItemSelect += (sender, item, index) =>
            {
                if (item == vehicleSpawnItem)
                {
                    string modelName = Game.GetUserInput(50);
                    Model model = new Model(modelName);
                    model.Request();
    
                    if (model.IsValid)
                    {
                        Vehicle veh = World.CreateVehicle(model, gamePed.Position, gamePed.Heading);
                        veh.PlaceOnGround();
                        gamePed.Task.WarpIntoVehicle(veh, VehicleSeat.Driver);
    
                        UI.ShowSubtitle("~b~" + modelName + " Spawned~b~", 2000);
                    }
                    else
                    {
                        UI.ShowSubtitle("~r~" + modelName + " Is Not A Vehicle~r~", 2000);
                    }
                }
            };
        }
    
        void SpawnVehicle()
        {
            List<dynamic> listOfVehicles = new List<dynamic>();
            VehicleHash[] allVehicleHashes = (VehicleHash[])Enum.GetValues(typeof(VehicleHash));
            for (int i = 0; i < allVehicleHashes.Length; i++)
            {
                listOfVehicles.Add(allVehicleHashes[i]);
            }
    
            UIMenuListItem list = new UIMenuListItem("Vehicles: ", listOfVehicles, 0);
            vehicleMenu.AddItem(list);
    
            UIMenuItem getVehicle = new UIMenuItem("Spawn Vehicle");
            vehicleMenu.AddItem(getVehicle);
    
            vehicleMenu.OnItemSelect += (sender, item, index) =>
            {
                if (item == getVehicle)
                {
                    int listIndex = list.Index;
                    VehicleHash hash = allVehicleHashes[listIndex];
    
    
    
                    Vehicle veh = World.CreateVehicle(hash, gamePed.Position, gamePed.Heading);
                    veh.PlaceOnGround();
                    gamePed.Task.WarpIntoVehicle(veh, VehicleSeat.Driver);
    
                    UI.ShowSubtitle("~b~" + hash + " Spawned~b~", 2000);
                }
            };
        }
    
        void onTick(object sender, EventArgs e)
        {
            if (modMenuPool != null)
                modMenuPool.ProcessMenus();
    
            if(neverWantedlevelOn)
            {
                Game.Player.WantedLevel = 0;
            }
        }
    
        void OnKeyDown(object sender, KeyEventArgs e)
        {
            if(e.KeyCode == Keys.F10 && !modMenuPool.IsAnyMenuOpen())
            {
                mainMenu.Visible = !mainMenu.Visible;
            }
        }
    }


  • In NeverWanted(), you need to place some of your code within this if statement:

    if (item == neverWanted)
    

    Since you haven't, your neverWanted code is executed whenever you select any item in the playerMenu menu.

    In godMode(), you almost have it. Just move the line

    godModeon = !godModeon;
    

    to inside the "if (item == godMode)" statement. How it is now, your godModeon bool will always switch between true and false when you select any item.



  • @stillhere Thank You :)



  • @stillhere One quick question, how do you disable the mouse for a NativeUI menu?


  • MODERATOR

    Probably setting the MouseControlsEnabled field to false in your UIMenu instance.



  • @ikt how would you right it though?

    i've tried UIMenu.MouseControlsEnabled = false;
    but it doesn't work



  • @MayhemGaming
    That should work. Try placing like so

    mainMenu = new UIMenu("Mayhems Menu", "Main Menu");
    mainMenu.MouseControlsEnabled = false;
    

    I can't be bothered to check the NativeUI source right now but that should work. If it doesn't then disable it in your OnTick method.


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