Text UI | CODEV Text UI [Standalone]

Codev Text Ui

Preview (Click Me!)

Features

Put specific options at a specific coordinate
Put certain options on all objects you choose at a certain coordinate
Put certain options on the object closest to a given coordinate

Config

Downloads

Codeverse Text UI Escrowed
Codeverse Text UI Source

Other Resource

Multi Character
NPC Interaction
Notification
Text UI
Hud
Spawn Selector
Pause Menu
Crafting
Reference System
Blackmarket
Banking

Code is accessible Optional
Subscription-based No
Lines (approximately) ~300
Requirements Standalone
Support 100% Support 15h/day
2 Likes

uniq design

1 Like

didnt asked

2 Likes

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Script Update

  • Fixed the not opening issue.

Please get the latest vesion from keymaster

Not seen this before :yawning_face:

2 Likes

So this lets some set coords for the text to display and pressing the key at that location triggers the event? I’ve been scouring the forum for something like this for a few days but frankly, searching for things on the forums is a major pain in the rear so seeing this pop up is awesome timing!

2 Likes

Exactly, thats what are you looking for!

Would it be possible to have multiple coords for 1 section. I have several things I want to use this for, but the main big one is going to be to trigger a script that I setup to refuel aircraft from approved points on the map. It would be nice if the Coords could accept multiple groups for the same actions/selections in a “point” allowing me to setup several locations and only have to add all the coords rather than copy/paste the entire section 30ish times for all the different locations.

You can specify certain props in a coordinate or the prop that is closest to that coordinate.

Unfortunately we don’t have designated props at the locations as it’s just points we picked around the various airfields and helipads on the map and even if we did, I still feel as if it would require entering each location’s coordinates as individual points which overall, I don’t mind doing, it’s just a lot of doubling up on everything as the script I wrote that allows fueling at those locations already has all the coords listed in it’s own config. Which this brings a different but related question. I bought the open source version so is there any issues with me running two instances of the script (named differently of course) and having one of them just for my fuel script and just adding the needed code from my fuel script into it? (part of what my fuel script is doing is putting map blips and using the locations to ensure the player is at a designated aircraft fueling point). I’m by no means a developer but I can generally muddle my way through making stuff do things so I feel I can easily enough modify 1 instance of this TextUI script to also support the rest of my fueling script and use the second instance of it to do all the other random things I want the TextUI script to do around the map but I wasn’t sure if the script would be able to handle being ran twice under diff names (not sure how the escrow system handles things like that even being open source as I do see the fxap file in there)

Yes you can run 2 instances, if it gives error you can delete fxap file, its not necessery for source code scripts, If you need more help please open a ticket from discord, maybe we can find a way without running 2 instances

1 Like

Awesome! I appreciate the response and information! Now time to start having some fun in dreamweaver to get this ready to go :slight_smile:

1 Like

Sorry to keep bugging with questions, I have it pretty well all configured with integrating into my fueling script, the only issue I have is I’d like to either change the initial icon to display the key to press to open or ideally, just have it open the nui screen when a player is in range, and then just close if they move away. The reason for this is I changed the key to open from E to G due to conflicting with another script used with our aircraft so I’d like them to just see this when they pull up to the marker without having to press a key to get that to come up. Alternatively, if you could tell me how to just get the inital icon to look like the G icon does, that would be perfectly fine as well. Mainly my goal is to display the key they need to press since it’s not longer E so it’s not as intuitive to those unfamiliar.
image

EDIT: Although there might be a better way, I was able to get this sorted by editing the main.js where it was showing/hiding the maindot vs key and the index file where it was coded for a default key and I now have the Icon on the left with the G displaying on it when the selection menu is closed so I’m good to go :slight_smile:

I understood what you said, I will add direct opening as an option with an update when it gets closer.

1 Like

Script Update

  • Added an option to config for auto opening when player gets close enough to the point

Please get the latest vesion from keymaster

Couldn’t you make a configuration option for it to pick up just from the prop’s hash or something like that? I wanted to do this with vehicles or something like that, which in this case doesn’t have a fixed coordinate to put a “point”

Hey, you can put it on specified objects from config.

Script Update

  • Now you can make selections with the mouse wheel!
  • Now you can close the menu with the “Backspace” (Delete Key)!

Please get the latest vesion from keymaster

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