We will create menu with 9 options and add more with addtext, then we will catch which slot the player has pressed and wait 0.2( Cvar ) seconds to press one more .
If he press second slot in this time it will execute (if first choose was 2 and second 1 ) - 21
Else the first chosen option will be executed in 0.2 seconds
Here is the code with comments ( hope i did well with them )
Code: Select all
#include <amxmodx>
new g_fButton[ 33 ] // Here we will store the first slot pressed by the player
new g_sButton[ 33 ] // Here we will store the second slot pressed by the player
new g_Task[ 33 ] // Here we will store if there was a task when opening the menu
new Float:g_fTime[ 33 ] // Here we will store the time when player pressed slot1
new g_pWait, Float:WAIT
public plugin_init()
{
register_plugin( "How to make more options in one page", "1.0", "eMinEm" )
register_clcmd( "say /menu", "catch_buttons" ) // register command for opening the menu
g_pWait = register_cvar( "menu_waittime", "0.2" )
// How much to wait for chosing options from the menu
// Note : If u make it below 0.2 a lot of mistakes can happen when players use the menu
// If u make it above 0.4 there will be too much delay when using slot 1-9
WAIT = get_pcvar_float( g_pWait ) // store the time to wait in global variable so we can use it for our checks
}
public client_putinserver( id ) null_all( id ); // Make sure the player has the right numbers stored
public catch_buttons( id )
{
if( g_Task[ id ] ) // if slot is pressed but there is no second in the given time execute the first chosen slot ( from 0 to 9 )
{
if( g_fButton[ id ] != 0 ) set_buttons( id, get_gametime( ) );
else null_all( id ); // make sure to null all checks so players can open the menu again
show_menu( id, 0, "^n" ) // Hide the menu after the item is executed or if item is exit
return PLUGIN_HANDLED
}
new menu = menu_create( "Menu", "catch_buttons_handler" ) // Create the menu
/* Maximum 383 symbols including menu title */
/* First type of formatting the menu */
// Doesnt really matter what you will put in the options , you just want to show players what will happen if they press "XX"
/*
menu_additem( menu, "Option1 \r10. \wOption 10 \r19. \wOption 19", "1", 0 );
menu_additem( menu, "Option2 \r11. \wOption 11 \r20. \wOption 20", "2", 0 );
menu_additem( menu, "Option3 \r12. \wOption 12 \r21. \wOption 21", "3", 0 );
menu_additem( menu, "Option4 \r13. \wOption 13 \r22. \wOption 22", "4", 0 );
menu_additem( menu, "Option5 \r14. \wOption 14 \r23. \wOption 23", "5", 0 );
menu_additem( menu, "Option6 \r15. \wOption 15 \r24. \wOption 24", "6", 0 );
menu_additem( menu, "Option7 \r16. \wOption 16", "7", 0 );
menu_additem( menu, "Option8 \r17. \wOption 17", "8", 0 );
menu_additem( menu, "Option9 \r18. \wOption 18", "9", 0 );
*/
// If you want more options use addtext as in the example below
/* Second type of formatting the menu */
menu_additem( menu, "Option1", "1" );
menu_additem( menu, "Option1", "2" );
menu_additem( menu, "Option1", "3" );
menu_additem( menu, "Option1", "4" );
menu_additem( menu, "Option1", "5" );
menu_additem( menu, "Option1", "6" );
menu_additem( menu, "Option1", "7" );
menu_additem( menu, "Option1", "8" );
menu_additem( menu, "Option1", "9" );
menu_addtext( menu, "\r10. \wOption10", 0 );
menu_addtext( menu, "\r11. \wOption11", 0 );
menu_addtext( menu, "\r12. \wOption12", 0 );
menu_addtext( menu, "\r13. \wOption13", 0 );
menu_addtext( menu, "\r14. \wOption14", 0 );
menu_addtext( menu, "\r15. \wOption15", 0 );
menu_addtext( menu, "\r16. \wOption16", 0 );
menu_addtext( menu, "\r17. \wOption17", 0 );
menu_addtext( menu, "\r18. \wOption18", 0 );
menu_addtext( menu, "\r19. \wOption19", 0 );
menu_addtext( menu, "\r20. \wOption20", 0 );
menu_addtext( menu, "\r21. \wOption21", 0 );
menu_addtext( menu, "\r22. \wOption22", 0 );
menu_addtext( menu, "\r23. \wOption23", 0 );
menu_addtext( menu, "\r24. \wOption24", 0 );
menu_addblank( menu, 0 ) // Make space between the menu options and Exit
menu_additem( menu, "Exit", "0" ); // Add exit button to the menu
// If we don't add Exit on 0 slot and we don't add 0 slot in our menu, players whould not be able to select items with 0 in it ( like 10, 20.. )
menu_setprop( menu, MPROP_PERPAGE, 0 ); // No EXIT option in the menu
menu_display( id, menu, 0 ); // Show the menu to the player
return PLUGIN_HANDLED
}
public catch_buttons_handler( id, menu, item )
{
new data[ 6 ], szName[ 64 ]
new access, callback;
menu_item_getinfo( menu, item, access, data,charsmax( data ), szName,charsmax( szName ), callback );
new key = str_to_num( data );
new Float:iTime = get_gametime( )
if( task_exists( id ) ) remove_task( id );
// If first slot is already chosen a task is waiting for the second , we want to remove it when we press the second slot
g_fButton[ id ] < 0 ? ( g_fButton[ id ] = key ) : ( g_sButton[ id ] = key ); // Check which button we want to store , first or second one
g_fTime[ id ] = iTime // Set the time when the slot is pressed
set_buttons( id, iTime )
menu_destroy( menu )
return PLUGIN_HANDLED
}
set_buttons( id, Float:iTime )
{
if( g_sButton[ id ] < 0 ) // If no second slot pressed yet
{
if( iTime - g_fTime[ id ] <= WAIT ) // Check if there is time to press second one
{
catch_buttons( id ); // Show him the menu to press the second one
g_Task[ id ] = 1 // We now know that there is a task set
set_task( WAIT, "catch_buttons", id ) // Show the menu again
}
else
{
exec_selected( id, g_fButton[ id ], -1 ) // If no second button pressed execute the first one
null_all( id )
}
}
else
{
exec_selected( id, g_fButton[ id ], g_sButton[ id ] ) // If there is a second button pressed execute selection
null_all( id )
}
}
null_all( id )
{
g_fButton[ id ] = -1 // We want to use slot 0 too
g_sButton[ id ] = -1 // Same as above
g_fTime[ id ] = 0.0
g_Task[ id ] = 0
}
exec_selected( id, fslot, sslot )
{
new szChoice[ 3 ], iChoice
sslot < 0 ? formatex( szChoice, charsmax( szChoice ), "%d", fslot ) : formatex( szChoice, charsmax( szChoice ), "%d%d", fslot, sslot );
// Check if we have second slot chosen , if yes format them both , if not format only the first one
iChoice = str_to_num( szChoice )
// Here is what will actually happen when player choose something from the menu
switch( iChoice )
{
case 1: client_print( id, print_chat, "Selected item : %d", iChoice );
case 2: client_print( id, print_chat, "Selected item : %d", iChoice );
case 3: client_print( id, print_chat, "Selected item : %d", iChoice );
case 4: client_print( id, print_chat, "Selected item : %d", iChoice );
case 5: client_print( id, print_chat, "Selected item : %d", iChoice );
case 6: client_print( id, print_chat, "Selected item : %d", iChoice );
case 7: client_print( id, print_chat, "Selected item : %d", iChoice );
case 8: client_print( id, print_chat, "Selected item : %d", iChoice );
case 9: client_print( id, print_chat, "Selected item : %d", iChoice );
case 10: client_print( id, print_chat, "Selected item : %d", iChoice );
case 11: client_print( id, print_chat, "Selected item : %d", iChoice );
case 12: client_print( id, print_chat, "Selected item : %d", iChoice );
case 13: client_print( id, print_chat, "Selected item : %d", iChoice );
case 14: client_print( id, print_chat, "Selected item : %d", iChoice );
case 15: client_print( id, print_chat, "Selected item : %d", iChoice );
case 16: client_print( id, print_chat, "Selected item : %d", iChoice );
case 17: client_print( id, print_chat, "Selected item : %d", iChoice );
case 18: client_print( id, print_chat, "Selected item : %d", iChoice );
case 19: client_print( id, print_chat, "Selected item : %d", iChoice );
case 20: client_print( id, print_chat, "Selected item : %d", iChoice );
case 21: client_print( id, print_chat, "Selected item : %d", iChoice );
case 22: client_print( id, print_chat, "Selected item : %d", iChoice );
case 23: client_print( id, print_chat, "Selected item : %d", iChoice );
case 24: client_print( id, print_chat, "Selected item : %d", iChoice );
default: client_print( id, print_center, "Item : %d does not exist", iChoice );
// If player choose slot above 24( or how much we add ), tell him that this item does not exist
}
} Code: Select all
#include <amxmodx>
new g_fButton[ 33 ]
new g_sButton[ 33 ]
new g_Task[ 33 ]
new Float:g_fTime[ 33 ]
new g_pWait, Float:WAIT
public plugin_init()
{
register_plugin( "How to make more options in one page", "1.0", "eMinEm" )
register_clcmd( "say /menu", "catch_buttons" )
g_pWait = register_cvar( "menu_waittime", "0.2" )
WAIT = get_pcvar_float( g_pWait )
}
public client_putinserver( id ) null_all( id );
public catch_buttons( id )
{
if( g_Task[ id ] )
{
if( g_fButton[ id ] != 0 ) set_buttons( id, get_gametime( ) );
else null_all( id );
show_menu( id, 0, "^n" )
return PLUGIN_HANDLED
}
new menu = menu_create( "Menu", "catch_buttons_handler" )
/* First type of formatting the menu */
/*
menu_additem( menu, "Option1 \r10. \wOption 10 \r19. \wOption 19", "1", 0 );
menu_additem( menu, "Option2 \r11. \wOption 11 \r20. \wOption 20", "2", 0 );
menu_additem( menu, "Option3 \r12. \wOption 12 \r21. \wOption 21", "3", 0 );
menu_additem( menu, "Option4 \r13. \wOption 13 \r22. \wOption 22", "4", 0 );
menu_additem( menu, "Option5 \r14. \wOption 14 \r23. \wOption 23", "5", 0 );
menu_additem( menu, "Option6 \r15. \wOption 15 \r24. \wOption 24", "6", 0 );
menu_additem( menu, "Option7 \r16. \wOption 16", "7", 0 );
menu_additem( menu, "Option8 \r17. \wOption 17", "8", 0 );
menu_additem( menu, "Option9 \r18. \wOption 18", "9", 0 );
*/
/* Second type of formatting the menu */
menu_additem( menu, "Option1", "1" );
menu_additem( menu, "Option1", "2" );
menu_additem( menu, "Option1", "3" );
menu_additem( menu, "Option1", "4" );
menu_additem( menu, "Option1", "5" );
menu_additem( menu, "Option1", "6" );
menu_additem( menu, "Option1", "7" );
menu_additem( menu, "Option1", "8" );
menu_additem( menu, "Option1", "9" );
menu_addtext( menu, "\r10. \wOption10", 0 );
menu_addtext( menu, "\r11. \wOption11", 0 );
menu_addtext( menu, "\r12. \wOption12", 0 );
menu_addtext( menu, "\r13. \wOption13", 0 );
menu_addtext( menu, "\r14. \wOption14", 0 );
menu_addtext( menu, "\r15. \wOption15", 0 );
menu_addtext( menu, "\r16. \wOption16", 0 );
menu_addtext( menu, "\r17. \wOption17", 0 );
menu_addtext( menu, "\r18. \wOption18", 0 );
menu_addtext( menu, "\r19. \wOption19", 0 );
menu_addtext( menu, "\r20. \wOption20", 0 );
menu_addtext( menu, "\r21. \wOption21", 0 );
menu_addtext( menu, "\r22. \wOption22", 0 );
menu_addtext( menu, "\r23. \wOption23", 0 );
menu_addtext( menu, "\r24. \wOption24", 0 );
menu_addblank( menu, 0 )
menu_additem( menu, "Exit", "0" );
menu_setprop( menu, MPROP_PERPAGE, 0 );
menu_display( id, menu, 0 );
return PLUGIN_HANDLED
}
public catch_buttons_handler( id, menu, item )
{
new data[ 6 ], szName[ 64 ]
new access, callback;
menu_item_getinfo( menu, item, access, data,charsmax( data ), szName,charsmax( szName ), callback );
new key = str_to_num( data );
new Float:iTime = get_gametime( )
if( task_exists( id ) ) remove_task( id );
g_fButton[ id ] < 0 ? ( g_fButton[ id ] = key ) : ( g_sButton[ id ] = key );
g_fTime[ id ] = iTime
set_buttons( id, iTime )
menu_destroy( menu )
return PLUGIN_HANDLED
}
set_buttons( id, Float:iTime )
{
if( g_sButton[ id ] < 0 )
{
if( iTime - g_fTime[ id ] <= WAIT )
{
catch_buttons( id );
g_Task[ id ] = 1
set_task( WAIT, "catch_buttons", id )
}
else
{
exec_selected( id, g_fButton[ id ], -1 )
null_all( id )
}
}
else
{
exec_selected( id, g_fButton[ id ], g_sButton[ id ] )
null_all( id )
}
}
null_all( id )
{
g_fButton[ id ] = -1
g_sButton[ id ] = -1
g_fTime[ id ] = 0.0
g_Task[ id ] = 0
}
exec_selected( id, fslot, sslot )
{
new szChoice[ 3 ], iChoice
sslot < 0 ? formatex( szChoice, charsmax( szChoice ), "%d", fslot ) : formatex( szChoice, charsmax( szChoice ), "%d%d", fslot, sslot );
iChoice = str_to_num( szChoice )
switch( iChoice )
{
case 1: client_print( id, print_chat, "Selected item : %d", iChoice );
case 2: client_print( id, print_chat, "Selected item : %d", iChoice );
case 3: client_print( id, print_chat, "Selected item : %d", iChoice );
case 4: client_print( id, print_chat, "Selected item : %d", iChoice );
case 5: client_print( id, print_chat, "Selected item : %d", iChoice );
case 6: client_print( id, print_chat, "Selected item : %d", iChoice );
case 7: client_print( id, print_chat, "Selected item : %d", iChoice );
case 8: client_print( id, print_chat, "Selected item : %d", iChoice );
case 9: client_print( id, print_chat, "Selected item : %d", iChoice );
case 10: client_print( id, print_chat, "Selected item : %d", iChoice );
case 11: client_print( id, print_chat, "Selected item : %d", iChoice );
case 12: client_print( id, print_chat, "Selected item : %d", iChoice );
case 13: client_print( id, print_chat, "Selected item : %d", iChoice );
case 14: client_print( id, print_chat, "Selected item : %d", iChoice );
case 15: client_print( id, print_chat, "Selected item : %d", iChoice );
case 16: client_print( id, print_chat, "Selected item : %d", iChoice );
case 17: client_print( id, print_chat, "Selected item : %d", iChoice );
case 18: client_print( id, print_chat, "Selected item : %d", iChoice );
case 19: client_print( id, print_chat, "Selected item : %d", iChoice );
case 20: client_print( id, print_chat, "Selected item : %d", iChoice );
case 21: client_print( id, print_chat, "Selected item : %d", iChoice );
case 22: client_print( id, print_chat, "Selected item : %d", iChoice );
case 23: client_print( id, print_chat, "Selected item : %d", iChoice );
case 24: client_print( id, print_chat, "Selected item : %d", iChoice );
default: client_print( id, print_center, "Item : %d does not exist", iChoice );
}
} 