NPC Code:
if (playerenters&&!(hasweapon(Menuthing))) toweapon Menuthing;
//#CLIENTSIDE
if (created) {
setstring client.menuthingoptions,Option1,Option2,Option3,Op tion4,Option5,Exit;
timeout=0.05;
}
if (timeout&&isweapon) {
if (this.showmenu==1) {
CheckKeys();
for (this.i=0;this.i<sarraylen(client.menuthingoptions );this.i++) {
if (this.optionselected==this.i) showimg 1000+this.i,@@i@#I(client.menuthingoptions,this.i) ,0,24*this.i;
else showimg 1000+this.i,@#I(client.menuthingoptions),0,24*this .i;
}
for (this.i=1;this.i<4;this.i+=2) if (this.keydown[this.i]==true&&this.oldkeydown[this.i]==false) {
this.optionselected=(this.optionselected+vecy(this .i))%sarraylen(client.menuthingoptions);
}
for (this.i=4;this.i<7;this.i++) if (this.keydown[this.i]==true&&this.oldkeydown[this.i]==false) {
this.temp=0;
if (this.optionselected==5) {
this.temp=1;
this.showmenu=0;
}
if (this.temp==1) break;
}
}
else for (this.i=0;this.i<sarraylen(client.menuthingoptions );this.i++) hideimg 1000+this.i;
timeout=0.05;
}
if (weaponfired) {
setarray this.keydown,10;
setarray this.oldkeydown,10;
this.showmenu=1;
CheckKeys();
}
function CheckKeys() {
for (this.i=0;this.i<10;this.i++) {
this.oldkeydown[this.i]=this.keydown[this.i];
this.keydown[this.i]=keydown(this.i);
}
}
This should be enough to figure out how to make the rest of your menu.
And before anyone asks, yes you may use it and edit it.
Oh and the script is proper if you quote my message, the message board for some reason adds an extra line break to it and stuff.