@Jitnaught I tried a few things but they didn't succeed, depending on the information you have in the post, could you tell me how you can do it?
TheGamer007
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Posts made by TheGamer007
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RE: Mod Menu without NativeUI [PROBLEM]
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RE: Mod Menu without NativeUI [PROBLEM]
@Jitnaught
And how can I do this?
Thanks for your answer -
Mod Menu without NativeUI [PROBLEM]
Hi, it's been a few days since I got the idea to create a menu WITHOUT using NativeUI.
I succeeded, the menu opens and all the functions are fine.
But I wanted to make a swich of "on" and "off" (when I click on the god mode if it is active "on" appears and when it is deactivated it appears "off") but I have no idea how to do it!
I tried to do this:public static bool on; public static List<UIText> MainItems = new List<UIText>(); public static List<string> MainItemsFunction = new List<string>();`` public static void Items(string caption, Point pos, float scale, Color color, GTA.Font font, bool centered, string function) { MainItems.Add(new UIText(caption, pos, scale, color, font, centered)); MainItemsFunction.Add(function); } public static void Initialize() { Items("Immortale" + " " + on, new Point(100, 34), 0.4f, textColor, GTA.Font.Pricedown, true, "GodMode"); Items("Espulsione", new Point(100, 64), 0.4f, textColor, GTA.Font.Pricedown, true, "Eject"); Items("Player Menu", new Point(100, 94), 0.4f, textColor, GTA.Font.Pricedown, true, "Player"); Items("Test", new Point(100, 124), 0.4f, textColor, GTA.Font.Pricedown, true, "Sound"); Items("Test", new Point(100, 154), 0.4f, textColor, GTA.Font.Pricedown, true, "Vehicle"); Items("Test", new Point(100, 184), 0.4f, textColor, GTA.Font.Pricedown, true, "Info"); container = new UIContainer(new Point(10, 50), new Size(200, 210), Colorbody); }
Then I tried to do that when it clicked on the GodMode function, it made the player immortal and set the variable "
on
" to true.
obviously, however, once the menu with the word "false" was loaded it was not changed automatically.
To try to remedy the problem I tried to:after setting the variable to true, I tried to call "
Initialize();
", but this caused all the scripts to be reloaded completely, also returning the "on
" variable to false.
I also tried Calling "container.Draw();
", this did nothing to make the menu reappear (always with the word "false")As you can see, I have really tried ALL of them, even meaningless things, I'm desperate and I have no idea how to do it ...
Can someone help me?Sorry for my English..
Thanks again
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creation of a mod
Hello!
I wanted to create a new function for my menu, the "eject" function (it should shoot the player out of the vehicle) but I can't do it, help?
I tried this:**Ped character = Game.Player.Character; if (character.IsInVehicle()) { Vector3 velocity = character.CurrentVehicle.Velocity; character.Task.WarpOutOfVehicle(character.CurrentVehicle); character.ApplyForce((velocity * 2f) + (character.UpVector * 20f));**
just it doesn't work! gets the player out of the vehicle but does not push it in the air, maybe a function.call is missing? If so, which one? Thank you all
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RE: [C#][NativeUI] How to create a mod menu using NativeUI(Part 1)
@AHK1221 hey!
I have a big problem!
please help me!
the menu opens, I have also connected to an .ini to take the settings etc .. only when I click on an item (in this case BodyGuard) does not do anything! the code is equal to 100% ... I also tried to take the part of the code and separate it from the menu and that way it works!
how should i do?
please help meI might even be wrong because I'm Italian and I do not understand English well ... can you correct me?
are my first scripts ... if you see some repeated pieces (/ like LoadSettings ()) is because doing like you did not go ... I had to add by hand under public BodyGuard ()