Raised This Month: $32 Target: $400
 8% 

CSDM Style Gun Menu


Post New Thread Reply   
 
Thread Tools Display Modes
modernwarfare
Senior Member
Join Date: Aug 2011
Location: sweden
Old 09-27-2011 , 02:00   Re: CSDM Style Gun Menu
Reply With Quote #21

Quote:
Originally Posted by Doc-Holiday View Post
Download the file directly to your folder then view it there sometimes different applications you use to view the file will erase the format.

As to answer the above questions about using it with CSDM i havn't tried it so use it at your own risk..

This is not meant to replace bails hard work on the menu but to allow you to create your own mods for servers using your creativity.

Since there hasn't been any "good" gun menus i thought i would release this one which allows you to create mods such as 'Custom Deathmatch' gameplay
if this is better i would use

but can you do so the ini file is not needed?
__________________
Im supporting/coding XP Mod Plugin
Free Palestine
R.I.P. The 2967 American people that lost their lives 9/11 and R.I.P.
The 48,644 Afghan and 1,690,903 Iraqi people that paid the ultimate price for a crime they did not commit.



modernwarfare is offline
Send a message via MSN to modernwarfare Send a message via Skype™ to modernwarfare
HardZone
BANNED
Join Date: Jul 2011
Location: 127.0.0.1
Old 09-27-2011 , 05:54   Re: CSDM Style Gun Menu
Reply With Quote #22

PHP Code:
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <hamsandwich>
#include <cstrike>
#include <fun>

#define OFFSET_PRIMARYWEAPON 116
#define OFFSET_C4_SLOT 372
#define fm_cs_set_user_nobuy(%1)    set_pdata_int(%1, 235, get_pdata_int(%1, 235) & ~(1<<0))
#define fm_find_ent_by_class(%1,%2) engfunc(EngFunc_FindEntityByString, %1, "classname", %2)

enum _:CHOICES
{
    
OPTION_NONEOPTION_NEWOPTION_OLDOPTION_SAVE
}

new const 
g_szOptions[][] =
{
    
"None""New Guns""Previous Guns""Previous + Save"
}

new 
g_WeaponBPAmmo[] =
{
    
052090132110090112010010090909010012030,
    
12020032901209023590900100
};

new 
g_WeaponSlots[] =
{
    
02014151142211112211111114,
    
21131
};

new 
g_szWepFile[256], g_FilePointer;
new 
g_pWeaponMenug_sWeaponMenug_SpawnMenu;
new 
g_bSave[33], g_ipPreviousWeapons[33], g_isPreviousWeapons[33];
new Array:
g_PrimaryWeapons, Array:g_SecondaryWeapons;
new 
g_MainMenuTitleg_PrimaryMenuTitleg_SecondaryMenuTitleg_PluginPrefixg_iToggleg_iBlockDropg_iHENadeg_iFlashg_iSmokeg_iArmorAmountg_iNVGg_iUnlimitedAmmog_iStripMode;
new 
g_szMainMenuTitle[32], g_szPriMenuTitle[32], g_szSecMenuTitle[32], g_szPrefixName[32];
new 
bool:g_bomb_targ;

new 
gCommands[][] = 
{
    
"usp""glock""deagle""p228""elites""fn57""m3""xm1014""mp5""tmp""p90""mac10""ump45""ak47"
    
"galil""famas""sg552""m4a1""aug""scout""awp""g3sg1""sg550""m249""vest""vesthelm""flash""hegren",
    
"sgren""defuser""nvgs""shield""primammo""secammo""km45""9x19mm""nighthawk""228compact""12gauge",
    
"autoshotgun""smg""mp""c90""cv47""defender""clarion""krieg552""bullpup""magnum""d3au1""krieg550",
    
"buyammo1""buyammo2""buy"
}

public 
plugin_init()
{
    
register_plugin("Weapon Menu""0.0.3""SavSin");
    
    
g_MainMenuTitle register_cvar("wm_mainmenutitle""Weapons Menu"); //Main Menu Title Cvar
    
g_PrimaryMenuTitle register_cvar("wm_primenutitle""Primary Weapons"); //Primary Weapons Menu Title Cvar
    
g_SecondaryMenuTitle register_cvar("wm_secmenutitle""Secondary Weapons"); //Secondary Weapons Menu Title Cvar
    
g_PluginPrefix register_cvar("amx_prefix_name""WM"); //Prefix Name Cvar
    
    
g_iToggle register_cvar("wm_switch""1"); //Turns plugin on and off
    
g_iBlockDrop register_cvar("wm_blockdrop""1"); //Blocks weapon drop
    
g_iHENade register_cvar("wm_henade""2"); // Amount of HE Nades given to each player
    
g_iFlash register_cvar("wm_flash""2"); //Amount of Flash Nades given to each player
    
g_iSmoke register_cvar("wm_smoke""2"); //Amount of Smoke Nades given to each player
    
g_iArmorAmount register_cvar("wm_armor""100"); //Amount of Armor Given to each player
    
g_iNVG register_cvar("wm_nvg""1"); //Give NVG's?
    
g_iUnlimitedAmmo register_cvar("wm_unlimitedammo""1"); //Allow Unlimited ammo?
    
g_iStripMode register_cvar("wm_stripmode""1"); //1 = Strip and keep bomb  2 = Strip All
    
    
register_event("CurWeapon""eCurWeapon""be""1=1"); //Unlimited ammo
    
    
get_pcvar_string(g_MainMenuTitleg_szMainMenuTitlecharsmax(g_szMainMenuTitle)); //Main Menu Title Text
    
get_pcvar_string(g_PrimaryMenuTitleg_szPriMenuTitlecharsmax(g_szPriMenuTitle)); // Primary Menu Title Text
    
get_pcvar_string(g_SecondaryMenuTitleg_szSecMenuTitlecharsmax(g_szSecMenuTitle)); //Secondary Menu Title Text
    
get_pcvar_string(g_PluginPrefixg_szPrefixNamecharsmax(g_szPrefixName)); //Prefix Name shows infront of plugin chat.
    
    
RegisterHam(Ham_Spawn"player""fwdPlayerSpawn"1); //Player Spawn Post
    
register_clcmd("say /guns""cmdGuns"); //Re-Enables Gun menu
    
register_clcmd("say guns""cmdGuns"); //Re-Enables Gun menu
    
register_clcmd("say_team /guns""cmdGuns"); //Re-Enables Gun menu
    
register_clcmd("say_team guns""cmdGuns"); //Re-Enables Gun menu
    
register_clcmd("drop""blockDrop"); //Re-Enables Gun menu
    
    
for (new isizeof gCommandsi++)
        
register_clcmd(gCommands[i], "cmdGuns")
    
    
CreateWeaponsArray(); //Create the menus and arrays
    
    
new szNum[3];
    
g_SpawnMenu menu_create(g_szMainMenuTitle"HandleSpawnMenu"); //Create Main Menu
    
    
for(new 1sizeof(g_szOptions); i++) //Loop through all the options
    
{
        
num_to_str(iszNumcharsmax(szNum));
        
menu_additem(g_SpawnMenug_szOptions[i], szNum0); //Add the options to the menu
    
}
    
    
menu_setprop(g_SpawnMenu MPROP_EXIT MEXIT_NEVER); //Dont allow Menu to exit
    
    
if (fm_find_ent_by_class(-1"func_bomb_target") || fm_find_ent_by_class(-1"info_bomb_target")) //Checks for bombsites
    
{
        
g_bomb_targ true//If there is a bomb site Set this to true
    
}
}

public 
plugin_cfg()
{
    
register_message(get_user_msgid("StatusIcon") , "Message_StatusIcon"); //Message for BuyZone
}

public 
Message_StatusIcon(iMsgIdMSG_DESTid)
{
    if(!
get_pcvar_num(g_iToggle))
        return 
PLUGIN_HANDLED;
    static 
szIcon[5];
    
get_msg_arg_string(2szIcon4);
    if(
szIcon[0] == 'b' && szIcon[2] == 'y' && szIcon[3] == 'z')
    {
        if(
get_msg_arg_int(1))
        {
            
fm_cs_set_user_nobuy(id); //Block BuyZone
            
return PLUGIN_HANDLED;
        }
    }
    return 
PLUGIN_CONTINUE;
}

public 
cmdGuns(id//Renable Guns Menu
{
    if(
get_pcvar_num(g_iToggle) && g_bSave[id])
    {
        
g_bSave[id] = false;
        
client_print(idprint_chat"[%s] Gun menu will be re-enabled next spawn"g_szPrefixName);
    }
}

public 
fwdPlayerSpawn(id)
{
    if(
is_user_alive(id) && get_pcvar_num(g_iToggle)) //Check if player alive and plugin is active
    
{
        switch(
get_pcvar_num(g_iStripMode))
        {
            case 
1:    //Strip and keep bomb
            
{
                
StripUserWeapons(id); //Calls the Strip Function
            
}
            case 
2// Strip Everything
            
{
                
strip_user_weapons(id); //Fun native to strip ALL weapons
                
give_item(id"weapon_knife"); //Fun native to give the knife back
            
}
        }
        if(
g_bomb_targ && get_pcvar_num(g_iStripMode) == && cs_get_user_team(id) == CS_TEAM_CT)
        {
            
cs_set_user_defuse(id1); //If there is a bomb site and your a CT give you a Defuse kit
        
}
        
        if(
get_pcvar_num(g_iHENade)) //Check if Grenades are enabled
        
{
            
//g_HeNadesLeft[id] = get_pcvar_num(g_iHENade);
            //Gives player the right amount of grenades
            
give_item(id"weapon_hegrenade");
            
cs_set_user_bpammo(idCSW_FLASHBANGget_pcvar_num(g_iHENade));
        }
        if(
get_pcvar_num(g_iFlash)) //Checks if Flashbangs are enabled
        
{
            
//Gives player the correct amount of flashbangs
            
give_item(id"weapon_flashbang");
            
cs_set_user_bpammo(idCSW_FLASHBANGget_pcvar_num(g_iFlash));
        }
        if(
get_pcvar_num(g_iSmoke)) //Checks if smoke is enabled
        
{
            
//Gives Player the correct amount of Smoke Grenades
            
give_item(id"weapon_smokegrenade");
            
cs_set_user_bpammo(idCSW_SMOKEGRENADEget_pcvar_num(g_iSmoke));
        }
        
        
//Gives the player the amount of armor based on the cvar above.
        
cs_set_user_armor(idget_pcvar_num(g_iArmorAmount), CS_ARMOR_VESTHELM);
        
        if(
get_pcvar_num(g_iNVG)) //Night Vision enabled?
        
{
            
cs_set_user_nvg(id1); //Gives the user night vision
        
}
        
        if(!
g_bSave[id]) //Checks weather you have saved your previous weapons or not.
        
{
            
menu_display(idg_SpawnMenu); //Shows the menu if you havn't saved your previous
        
}
        else
        {
            
PreviousWeapons(id); //Gives you the weapons you saved in from the menu
        
}
    }
}

public 
eCurWeapon(id)
{
    if(!
get_pcvar_num(g_iToggle) || !get_pcvar_num(g_iUnlimitedAmmo))
        return 
PLUGIN_HANDLED;
    
    new 
iWeapon read_data(2); //Gets current Weapon ID CSW weapon constraints
    
    
if(g_WeaponSlots[iWeapon] == || g_WeaponSlots[iWeapon] == 2)
    {
        if(
cs_get_user_bpammo(idiWeapon) < g_WeaponBPAmmo[iWeapon])
        {
            
cs_set_user_bpammo(idiWeapong_WeaponBPAmmo[iWeapon]); //If your bp ammo is lower then the max then set it to the max
        
}
    }
    return 
PLUGIN_CONTINUE;
}

public 
blockDrop(id//Blocks weapon drop
{
    if(
get_pcvar_num(g_iBlockDrop) && get_user_weapon(id) != CSW_C4)
    {
        
client_print(idprint_center"You are not allowed to drop your weapons.");
        return 
PLUGIN_HANDLED;
    }
    return 
PLUGIN_CONTINUE;
}

public 
HandleSpawnMenu(idiMenuiItem)
{
    new 
szKey[3], Dummy;
    
menu_item_getinfo(iMenuiItemDummyszKey2""0Dummy); //Gets the selection off the menu
    
    
switch(str_to_num(szKey))
    {
        case 
OPTION_NEW:
        {
            
menu_display(idg_pWeaponMenu); //Displays primary weapons menu
        
}
        case 
OPTION_OLD
        {
            
PreviousWeapons(id); //Gives your previous weapons
        
}
        case 
OPTION_SAVE:
        {
            
PreviousWeapons(id); //Same as OPTION_OLD but saves it so you get these weapons each spawn.
            
g_bSave[id] = true;
            
client_print(idprint_chat"[%s] say /guns to re-enable the gun menu."g_szPrefixName);
        }
    }
    return 
PLUGIN_CONTINUE;
}

public 
PreviousWeapons(id//Access the array to give you the previous weapons used by you.
{
    new 
szpData[32], szsData[32];
    
ArrayGetString(g_PrimaryWeaponsg_ipPreviousWeapons[id], szpDatacharsmax(szpData)); //Gets the array item of your previous primary weapon
    
ArrayGetString(g_SecondaryWeaponsg_isPreviousWeapons[id], szsDatacharsmax(szsData)); //Gets the array item of your previous secondary weapon
    
strtolower(szpData); //Converts it all to lower case
    
strtolower(szsData); //Converts it all to lower case
    
replace_all(szpDatacharsmax(szpData), " """); //Removes spaces from the array text.
    
replace_all(szsDatacharsmax(szsData), " """); //Removes spaces from the array text.
    
format(szpDatacharsmax(szpData), "weapon_%s"szpData); //adds weapon_ infront of the array text.
    
format(szsDatacharsmax(szsData), "weapon_%s"szsData);//adds weapon_ infront of the array text.
    
GiveWeapons(idszpData); //Gives player previous primary weapon
    
GiveWeapons(idszsData); //Gives player previous Secondary Weapon
}

public 
CreateWeaponsArray()
{
    
get_configsdir(g_szWepFilecharsmax(g_szWepFile));  //gets addons/amxmodx/configs directory
    
format(g_szWepFilecharsmax(g_szWepFile), "%s/DM_WeaponOrder.ini"g_szWepFile); //formats the file name for the Weapons order INI
    
g_FilePointer fopen(g_szWepFile"r"); //Opens the file
    //Arrays
    
g_PrimaryWeapons ArrayCreate(15); //Creates the Primary Weapons Array
    
g_SecondaryWeapons ArrayCreate(15); //Creates the Secondary Weapons Array
    
    //Weapon Menus
    
g_pWeaponMenu menu_create(g_szPriMenuTitle"HandlePrimaryWeapons"); //Creates the Primary Weapon Menu
    
g_sWeaponMenu menu_create(g_szSecMenuTitle"HandleSecondaryWeapons"); //Creates the Secondary Weapon Menu
    
    
new szData[32], szWeaponName[32], szpNum[3], szsNum[3];
    new 
pCountersCounter;
    if(
g_FilePointer//Makes sure the files open
    
{
        while(!
feof(g_FilePointer))
        {
            
fgets(g_FilePointerszDatacharsmax(szData)); //Reads a line of the file
            
trim(szData); //Removes '^n' new line character from the end of the line
            
if(containi(szData";") != -1//Checks to see if its a comment and then ignores it
                
continue;
            
//Check Weapon Slot for Menu Placement
            
copy(szWeaponNamecharsmax(szWeaponName), szData); //Copys the file data into a new variable to alter it
            
replace_all(szWeaponNamecharsmax(szWeaponName), " """); //Removes Spaces from the Text
            
format(szWeaponNamecharsmax(szWeaponName), "weapon_%s"szWeaponName); //Adds Weapon_ to the text
            
strtolower(szWeaponName); //converts the whole thing to lower case
            
new iWeaponID get_weaponid(szWeaponName); //Gets the CSW weapon constraint for that weapon
            
            
switch(g_WeaponSlots[iWeaponID]) //Checks which slot the weapon is for
            
{
                case 
1//Primary Slot
                
{
                    
ArrayPushString(g_PrimaryWeaponsszData); //Adds the original text to the array
                    
num_to_str(pCounterszpNumcharsmax(szpNum));
                    
menu_additem(g_pWeaponMenuszDataszpNum0); //Adds item to the primary weapons menu
                    
++pCounter;
                }
                case 
2//Secondary Slot
                
{
                    
ArrayPushString(g_SecondaryWeaponsszData); //Adds the original text to the array
                    
num_to_str(sCounterszsNumcharsmax(szsNum));
                    
menu_additem(g_sWeaponMenuszDataszsNum0);//Adds item to the Secondary Weapons Menu
                    
++sCounter;
                }
            }
        }
    }
    
//Blocks exit for both primary and secondary menus
    
menu_setprop(g_pWeaponMenu MPROP_EXIT MEXIT_NEVER);
    
menu_setprop(g_sWeaponMenu MPROP_EXIT MEXIT_NEVER);
    
    
fclose(g_FilePointer); //Closes the file
}

public 
HandlePrimaryWeapons(idiMenuiItem)
{
    new 
szKey[3], iSelectedWeaponDummy;
    
menu_item_getinfo(iMenuiItemDummyszKey2""0Dummy); //Gets the primary weapon selected.
    
    
iSelectedWeapon str_to_num(szKey);
    
g_ipPreviousWeapons[id] = iSelectedWeapon//Stores the selected weapon for option 2 and 3 on the main menu
    
    
new WeaponName[32], szArrayData[32];
    
ArrayGetString(g_PrimaryWeaponsiSelectedWeaponszArrayDatacharsmax(szArrayData)); //Gets the weapon name from the array
    
replace_all(szArrayDatacharsmax(szArrayData), " """); //removes the spaces
    
format(WeaponNamecharsmax(WeaponName), "weapon_%s"szArrayData); //adds weapon_ to the weapon name
    
strtolower(WeaponName);//Converts all to lower case
    
GiveWeapons(idWeaponName); //Gives primary weapon
    
    
menu_display(idg_sWeaponMenu); //Displays secondary weapons menu
}

public 
HandleSecondaryWeapons(idiMenuiItem)
{
    new 
szKey[3], iSelectedWeaponDummy;
    
menu_item_getinfo(iMenuiItemDummyszKey2""0Dummy); //Gets the secondary weapon selected
    
    
iSelectedWeapon str_to_num(szKey);
    
g_isPreviousWeapons[id] = iSelectedWeapon//Stores the selected weapon for option 2 and 3 on the main menu
    
    
new WeaponName[32], szArrayData[32];
    
ArrayGetString(g_SecondaryWeaponsiSelectedWeaponszArrayDatacharsmax(szArrayData)); //Gets the weapon name from the array
    
replace_all(szArrayDatacharsmax(szArrayData), " """); //removes the spaces
    
format(WeaponNamecharsmax(WeaponName), "weapon_%s"szArrayData); //adds weapon_ to the weapon name
    
strtolower(WeaponName);//Converts all to lower case
    
GiveWeapons(idWeaponName); //Gives secondary weapon
}

public 
grenade_throw(id greindex wId//When a grenade is thrown switch to last inv automatically
{
    
client_cmd(id"lastinv");
}

stock GiveWeapons(idszWeapon[])
{
    new 
iWeaponId get_weaponid(szWeapon); //Get the weapon id of the weapon given
    
give_item(idszWeapon); //Give the weapon
    
cs_set_user_bpammo(idiWeaponIdg_WeaponBPAmmo[iWeaponId]); //Set the ammo to max ammo
}

stock StripUserWeapons(id)
{
    new 
iC4Ent get_pdata_cbase(idOFFSET_C4_SLOT); //Gets the slot for C4
    
    
if( iC4Ent //If you have the C4
    
{
        
set_pdata_cbase(idOFFSET_C4_SLOTFM_NULLENT); //Remove it
    
}
    
    
strip_user_weapons(id); //Strip User weapons
    
give_item(id"weapon_knife"); //Give the knife
    
set_pdata_int(idOFFSET_PRIMARYWEAPON0); //Set primary weapon offset to 0
    
    
if( iC4Ent //if you had the c4
    
{
        
set_pev(idpev_weaponspev(idpev_weapons) | (1<<CSW_C4)); //Give it back
        
set_pdata_cbase(idOFFSET_C4_SLOTiC4Ent); //Set the offset back to normal
        
cs_set_user_bpammo(idCSW_C41); //Give the backpack
        
cs_set_user_plant(id1); //Allow user to plant it
    
}
    return 
PLUGIN_HANDLED;
}
//End of plugin 
Updated Code With:

PHP Code:
new gCommands[][] = 
{
    
"usp""glock""deagle""p228""elites""fn57""m3""xm1014""mp5""tmp""p90""mac10""ump45""ak47"
    
"galil""famas""sg552""m4a1""aug""scout""awp""g3sg1""sg550""m249""vest""vesthelm""flash""hegren",
    
"sgren""defuser""nvgs""shield""primammo""secammo""km45""9x19mm""nighthawk""228compact""12gauge",
    
"autoshotgun""smg""mp""c90""cv47""defender""clarion""krieg552""bullpup""magnum""d3au1""krieg550",
    
"buyammo1""buyammo2""buy"

You should add this to your plugin
HardZone is offline
Doc-Holiday
AlliedModders Donor
Join Date: Jul 2007
Old 09-27-2011 , 14:18   Re: CSDM Style Gun Menu
Reply With Quote #23

The ini filie is why this is so great.... it allows 100% customizeability.. i will not remove the ini file... and please dont post code that isnt mine in my plugin thread....

If you want to remove the ini file create your own gun menu...
Doc-Holiday is offline
modernwarfare
Senior Member
Join Date: Aug 2011
Location: sweden
Old 09-27-2011 , 15:56   Re: CSDM Style Gun Menu
Reply With Quote #24

Quote:
Originally Posted by Doc-Holiday View Post
The ini filie is why this is so great.... it allows 100% customizeability.. i will not remove the ini file... and please dont post code that isnt mine in my plugin thread....

If you want to remove the ini file create your own gun menu...

ok thx for that

i have already one but it was so bad

but now i updated it much better
__________________
Im supporting/coding XP Mod Plugin
Free Palestine
R.I.P. The 2967 American people that lost their lives 9/11 and R.I.P.
The 48,644 Afghan and 1,690,903 Iraqi people that paid the ultimate price for a crime they did not commit.



modernwarfare is offline
Send a message via MSN to modernwarfare Send a message via Skype™ to modernwarfare
XINLEI
me too
Join Date: Jun 2011
Location: Colombian Coffee storage
Old 09-28-2011 , 10:36   Re: CSDM Style Gun Menu
Reply With Quote #25

i still keep my request of removing some money when you get a weapon, it will improve the plugin making it better than the other ones over here.
XINLEI is offline
Doc-Holiday
AlliedModders Donor
Join Date: Jul 2007
Old 09-28-2011 , 15:38   Re: CSDM Style Gun Menu
Reply With Quote #26

Quote:
Originally Posted by XINLEI View Post
i still keep my request of removing some money when you get a weapon, it will improve the plugin making it better than the other ones over here.
Maybe ill add in an option via cvar but its not really what this plugin is supposed to do.
Doc-Holiday is offline
Doc-Holiday
AlliedModders Donor
Join Date: Jul 2007
Old 10-02-2011 , 18:13   Re: CSDM Style Gun Menu
Reply With Quote #27

Per request via PM..

The guns menu now allows you to specify which team gets the menu.

0.0.4
Added Setting to allow you to select which team.
Small Bug fix.

Last edited by Doc-Holiday; 10-03-2011 at 00:59.
Doc-Holiday is offline
Doc-Holiday
AlliedModders Donor
Join Date: Jul 2007
Old 10-17-2011 , 02:22   Re: CSDM Style Gun Menu
Reply With Quote #28

UPDATE!!!!!!!

0.0.5
Fixed bug for team specific menu/buyzone block. Thanks to conor.
Small Bug fixes.
Removed the green shopping cart when you don't have a buyzone.
Added a command to change the team that gets the menu. (restarts the round for you)
Now supports multiple he grenades.

Last edited by Doc-Holiday; 10-17-2011 at 02:27.
Doc-Holiday is offline
Doc-Holiday
AlliedModders Donor
Join Date: Jul 2007
Old 10-20-2011 , 17:12   Re: CSDM Style Gun Menu
Reply With Quote #29

UPDATE!

0.0.6
Now has a menu to change the team that gets the menu also.
Once you are done selecting the team T,CT, or both. you must select the option Save and Exit.
Doc-Holiday is offline
joshknifer
Veteran Member
Join Date: Jun 2011
Location: Denver, CO
Old 11-09-2011 , 15:44   Re: CSDM Style Gun Menu
Reply With Quote #30

Quote:
Originally Posted by Doc-Holiday View Post
UPDATE!

0.0.6
Now has a menu to change the team that gets the menu also.
Once you are done selecting the team T,CT, or both. you must select the option Save and Exit.
Great option to add. Nice job
__________________
joshknifer is offline
Send a message via Skype™ to joshknifer
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 06:49.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode