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The Menu 0.7.7

(9 reviews)

4 Screenshots

The Menu

This mod was designed with couch players in mind but also highly recommended for dektop use aswell. With The Menu, just about anything that can be done without a keyboard. You can customize the menu anyway you wish allowing flexibility and personalisation. The mod is very adaptive and can make actions and general tasks simpler and cleaner.

Commands
Each menu item is assigned commands, these commands include Vehicle Actions, Spawning, Key Presses, Execution Delay and many more to come.

Macros
Any Menu Item can trigger a mixture of multiple commands allowing for some creativity.

Conditions
Only allow specific menu's or menu items to show under certain conditions. These conditions can also be matched by All, Any or Exact.

Nested
Menu's within Menu's, just to add to the flexibility...

Forget Hotkeys
While your mod collection is expanding, so is your available hotkeys and memory. The Menu is perfect for letting loose and handle all those mods for you.


ReadMe
The Menu - Read Me

REQUIREMENTS:
    RagePluginHook 0.36.877.6833 (http://ragepluginhook.net/)

INSTALLATION:  

    Copy "The Menu.xml", "The Menu.dll" and "The Menu"(Folder) To [GTA V Folder]\Plugins
    Copy "AutoItX3.dll", "CQoute.Common.dll" To The Root Of Your GTA V Folder

NOTES:
    The Settings and Configurations are inside "The Menu.xml" File, The current menu is a Place-holder and will need to be changed to suit your own needs.

Edit "The Menu.xml" file (preferably with notepad++) to customize your menu and change some settings. The Menu is in beta stages and will more than likely contain bugs.
To load this plugin, Either enable the plugin from ragehook settings menu (launch GTA V via rage hook and click the settings icon) or by pressing F4 while in game which will bring up the RagePluginHooks Console and typing loadplugin "The Menu.dll".

What's New in Version 0.7.7

Released

(Fixed) Animations will wait for the previous animation to finish

User Feedback

Recommended Comments

CQoute

Members Author

(edited)

@liberto I'll see what I can do about triggering the pull over blip etc. I know this can be frustrating and I've just learnt to live with it for the time being, but I will ask if there's a way to stop this from happening. I'm not exactly sure what you mean by "but not all plugins allow this (which gives me some headaches since I need to remember which menu uses which key to validate)". Just about every mod I use, uses hot-keys and 99% off those mods can change the hot-key for specific actions. The menu should be named something similar to that mod and change the KeyPress to match the hot-key as needed, just remember the title attribute is what's going to be shown when the menu pops up.

I did limit the animations to upper-body but I will add an option to change this in the attributes of the Animation command.

Edited by CQoute

imaggot6sic6

Members

how do i add LControlKey + E to the xml?? i see ^CTRL in the mod and on webpage, do i put L in front of CTRL or does it not matter??

 

CQoute

Members Author

1 hour ago, imaggot6sic6 said:

how do i add LControlKey + E to the xml?? i see ^CTRL in the mod and on webpage, do i put L in front of CTRL or does it not matter??

 

It shouldn't Matter, just do ^l and it should work...

@liberto Try the new version, I added animation options to choose your own animation flags and I hooked the controller to stop executing when selecting a MenuItem, so it shouldn't trigger other mods, but holding that button down after a set period will trigger other mods listening on that controller input (this shouldn't really be an issue as selecting a menu item takes only a tap).

imaggot6sic6

Members

(edited)

33 minutes ago, CQoute said:

It shouldn't Matter, just do ^l and it should work...

@liberto Try the new version, I added animation options to choose your own animation flags and I hooked the controller to stop executing when selecting a MenuItem, so it shouldn't trigger other mods, but holding that button down after a set period will trigger other mods listening on that controller input (this shouldn't really be an issue as selecting a menu item takes only a tap).

so like ^lE or with space after like ^l E?? im looking in the .ini file of Traffic Police mod by Albo1125 just wondering how to get left ctrl in to your mod, i didnt think it would matter which ctrl it was but it says this in the .ini

//Default: ParkModifierKey=LControlKey
ParkModifierKey=LControlKey

//Default: ParkingTicketKey=E
ParkingTicketKey=E

Edited by imaggot6sic6

CQoute

Members Author

11 minutes ago, imaggot6sic6 said:

so like ^lE or with space after like ^l E??

Sorry, thought you wanted LeftCtrl+L, was only reading the end of your reply when I was typing lol... But no just do ^e and should still work fine regardless of left or right ctrl

imaggot6sic6

Members

6 minutes ago, CQoute said:

Sorry, thought you wanted LeftCtrl+L, was only reading the end of your reply when I was typing lol... But no just do ^e and should still work fine regardless of left or right ctrl

haha ok no problem :) ill try that, i didnt think it would make much difference with which ctrl it was when its still a ctrl key 

AMSAGENT000

Members

This mod looks amazing but I have no idea what I'm doing! I must have a lack of reading comprehension since I find the configuration of the menu to be difficult and time consuming :( 

CQoute

Members Author

51 minutes ago, AMSAGENT000 said:

This mod looks amazing but I have no idea what I'm doing! I must have a lack of reading comprehension since I find the configuration of the menu to be difficult and time consuming :( 

I'll try to make a youtube video when i find time on how to setup this mod, I understand for people unfamiliar with xml to find it overwhelming, but in all honesty, xml is really easy to understand.

liberto

Members

5 hours ago, CQoute said:

 

@liberto Try the new version, I added animation options to choose your own animation flags and I hooked the controller to stop executing when selecting a MenuItem, so it shouldn't trigger other mods, but holding that button down after a set period will trigger other mods listening on that controller input (this shouldn't really be an issue as selecting a menu item takes only a tap).

Great! Will test that this evening, and I'll let you know. Didn't expect it to be that quick :)

Regarding the part of my message you didn't understand, I was referring to some other mods, like for instance CalloutV, which has a built-in menu to request roadblocks. This menu requires to hit the A button on my controller to validate which roadblock I want (light, heavy, etc.) and is not configurable AFAIK.

I found a workaround for this tho, by doing a macro like this:
<KeyPress>+r<KeyPress>
<KeyPress>{down}<KeyPress> (repeated multiple times, depending on which roadblock I want)
<KeyPress>{enter}<KeyPress>

Another example is the Road management menu from Albo.

In the past I did set the left thumbstick to validate items from The Menu, but then when it opens Albo's Road Management menu, I have to remember it's now A to validate, and not the left thumbstick anymore.

I hope it was a bit more clear, I'm not a native english speaker so... :p

liberto

Members

(edited)

Alright, just tested the new 0.7.5.

The flags for animations are perfect! :) (well, I just can't figure out how to chain an "enter" animation followed by a idle|loop "idle_a", but I guess this is related to my understanding of RPH). For now I have this:

<MenuItem Title="Lean on car">
	<Animation flags="">amb@world_human_leaning@male@wall@back@legs_crossed@enter|enter_back</Animation>
	<Animation flags="Idle|Loop">amb@world_human_leaning@male@wall@back@legs_crossed@idle_a|idle_a|idle_b|idle_c</Animation>
</MenuItem>

This code only plays the second animation. If I remove the second animation tho, the first one plays fine, though, so it might be related to the chaining or flags I put on them. The RPH documentation isn't very verbose on flags :p

 

Also, pressing A still cancels the traffic stop. Maybe I'm missing something. Is there something I need to configure in the xml?

Edited by liberto

imaggot6sic6

Members

(edited)

2 hours ago, liberto said:

Alright, just tested the new 0.7.5.

The flags for animations are perfect! :) (well, I just can't figure out how to chain an "enter" animation followed by a idle|loop "idle_a", but I guess this is related to my understanding of RPH)

However, pressing A still cancels the traffic stop. Maybe I'm missing something. Is there something I need to configure in the xml?

yes i still have the A button issue myself, that is the biggest issue for me, EDIT just to share with whoever has the A button issue i have just found a little solution i think, seems to work for me, go here https://app.box.com/s/6yq4d0sig0xm4e5i35xq download the file, extract it, open button2.ini and change the key from 112 to 101 (tells you in the file what they are) run button_on_guide2.exe, if the guide button launches anything to do with steam then google how to disable guide button from launching whatever steam thing it launches mine was big picture thing, so at least its a little solution for now, EDIT was working ok now its not still some how stopping a traffic stop when selecting an action in the menu so the issue is in the menu xml somewhere and i have no clue where :( hopefully CQoute can figure it out 

Edited by imaggot6sic6

CQoute

Members Author

(edited)

4 hours ago, liberto said:

Alright, just tested the new 0.7.5.

The flags for animations are perfect! :) (well, I just can't figure out how to chain an "enter" animation followed by a idle|loop "idle_a", but I guess this is related to my understanding of RPH). For now I have this:


<MenuItem Title="Lean on car">
	<Animation flags="">amb@world_human_leaning@male@wall@back@legs_crossed@enter|enter_back</Animation>
	<Animation flags="Idle|Loop">amb@world_human_leaning@male@wall@back@legs_crossed@idle_a|idle_a|idle_b|idle_c</Animation>
</MenuItem>

This code only plays the second animation. If I remove the second animation tho, the first one plays fine, though, so it might be related to the chaining or flags I put on them. The RPH documentation isn't very verbose on flags :p

 

Also, pressing A still cancels the traffic stop. Maybe I'm missing something. Is there something I need to configure in the xml?

Unfortunately the problem with the "A" button is that other plugins are hooking into this eg. LSPDFR Traffic Stop, Unless our plugins can find a way to tell the other plugin to ignore the button, then we have to find alternative. I will continue to tweak the button press and see if there's something that will work, just keep in mind, this isn't easy to find a solution (unless I'm having a mind blank atm which does tend to happen)... In regards to the animations, You can add a delay command between each one and set the time for the duration of each animation. The result you're seeing is because each command runs on a separate thread, meaning the second animation is getting called straight away, hence overriding the first animation. I could fix / change this behaviour, but a delay should work for now and I'll only look into it when I can find time.

On a side note, you can omit the flag attribute when if its empty which would then use the default UpperBodyOnly or if you plan on using none, Just just use None as the flag.

Edited by CQoute

liberto

Members

(edited)

53 minutes ago, CQoute said:

Unfortunately the problem with the "A" button is that other plugins are hooking into this eg. LSPDFR Traffic Stop, Unless our plugins can find a way to tell the other plugin to ignore the button, then we have to find alternative. I will continue to tweak the button press and see if there's something that will work, just keep in mind, this isn't easy to find a solution (unless I'm having a mind blank atm which does tend to happen)... In regards to the animations, You can add a delay command between each one and set the time for the duration of each animation. The result you're seeing is because each command runs on a separate thread, meaning the second animation is getting called straight away, hence overriding the first animation. I could fix / change this behaviour, but a delay should work for now and I'll only look into it when I can find time.

On a side note, you can omit the flag attribute when if its empty which would then use the default UpperBodyOnly or if you plan on using none, Just just use None as the flag.

I know, it was just an idea for a future improvment, no need to hurry :)

Animation chaining are working great with delays btw! Putting one to 2000 inbetween the 2 animations did the job.
And thanks for the tip with None, that's what I wanted to achieve.

Edited by liberto

CQoute

Members Author

(edited)

@liberto So as it turned out, I found time within that 30 minutes lol... I now changed it so animations wait for the other to complete first.

Edited by CQoute

imaggot6sic6

Members

2 hours ago, CQoute said:

Unfortunately the problem with the "A" button is that other plugins are hooking into this eg. LSPDFR Traffic Stop, Unless our plugins can find a way to tell the other plugin to ignore the button, then we have to find alternative. I will continue to tweak the button press and see if there's something that will work, just keep in mind, this isn't easy to find a solution (unless I'm having a mind blank atm which does tend to happen)... In regards to the animations, You can add a delay command between each one and set the time for the duration of each animation. The result you're seeing is because each command runs on a separate thread, meaning the second animation is getting called straight away, hence overriding the first animation. I could fix / change this behaviour, but a delay should work for now and I'll only look into it when I can find time.

On a side note, you can omit the flag attribute when if its empty which would then use the default UpperBodyOnly or if you plan on using none, Just just use None as the flag.

well thats strange, i got my initial issue sorted about the A button, every time i selected "follow me" from the traffic police plugin it would disable the ALPR so i changed the T to a small t and left the menu xml as a capital T it still disables ALPR but it doesn't cancel the traffic stop now, so i think thats what the issue was, it still happens from time to time but it was all the time before i made that small change, not sure how or why T t would affect it, that has puzzled me as shift in lspdfr cancels the traffic stop :S, good idea with "the menu" tho with so many people having so many different plugins and using a controller, even without a controller it'll still be great as it saves having to remember all the keys when its all listed for you and its practically impossible to press a keyboard key in middle of a chase haha

CQoute

Members Author

@imaggot6sic6 I had tweaked a setting in how the controller should be handled after selecting a menu item, this maybe the reason why its not cancelling the traffic stops. Also note that capitol t and lower case t are the same in regards to key press, you will need to emulate it like a keyboard, eg. +t or {CAPSLOCK}t etc.

The Loot

Members

(edited)

Getting a crash on load.

 

Spoiler

[2/26/2016 7:57:10 PM.314] Plugin "The Menu" was loaded from "The Menu.dll".
[2/26/2016 7:57:10 PM.340] The Menu: 0.7.5 Launching...
[2/26/2016 7:57:10 PM.346] The Menu: Loading XML File: Plugins\The Menu.xml
[2/26/2016 7:57:10 PM.446] The Menu: An attempt was made to load a program with an incorrect format. (Exception from HRESULT: 0x8007000B)
[2/26/2016 7:57:10 PM.475] 
[2/26/2016 7:57:10 PM.475] ==============================
[2/26/2016 7:57:10 PM.475] EXCEPTION DURING FRAME RENDER
[2/26/2016 7:57:10 PM.475] ------------------------------
[2/26/2016 7:57:10 PM.476] Origin: Plugin "<UNLOADED PLUGIN>" (The Menu.dll).
[2/26/2016 7:57:10 PM.476] ------------------------------
[2/26/2016 7:57:10 PM.476] Exception type: System.AppDomainUnloadedException
[2/26/2016 7:57:10 PM.476] Exception message: The application domain in which the thread was running has been unloaded.
[2/26/2016 7:57:10 PM.477] ------------------------------
[2/26/2016 7:57:10 PM.477] Inner exceptions:
[2/26/2016 7:57:10 PM.477] ------------------------------
[2/26/2016 7:57:10 PM.477] Stack trace:
[2/26/2016 7:57:10 PM.477] at Rage.RemotePlugin.OnRender()
[2/26/2016 7:57:10 PM.477] at Rage.Plugin.OnRender(Object sender, EventArgs e)
[2/26/2016 7:57:10 PM.477] ==============================

 

Edited by The Loot

CQoute

Members Author

(edited)

1 hour ago, The Loot said:

Getting a crash on load.

 

Hidden Content

 

Do you have SlimDX in the root of your GTA folder? this issues seems like a conflict in one of the libraries my mod depends not being a x64. Also make sure you're running atleast .NET 4.6 which I believe rage hook requires anyway.

Edited by CQoute

The Loot

Members

(edited)

Yep, SlimDX is present.

One thing I notice is that the AutoItX3.dll file is larger, but older, than one I already have. Perhaps I'll try it with the included one and see if it works and doesn't affect anything else.

Edit: Yep, that seems to be it. No crashes using the included file instead.

Edited by The Loot

imaggot6sic6

Members

so far ive no more A button issues with this thanks for the fix, the xml is a little confusing at times but its nothing over the top just trial and error i guess, one of my fave mods tho thanks for this :)

liberto

Members

Just installed the 0.7.6, but when I load it IG, it tells me a newer version (0.7.6) is available. Also, the fix for the animations isn't there.

I guess there was an issue with the packaging :sweat:

CQoute

Members Author

(edited)

@liberto Thats possible, I just did another test using your method

      <MenuItem Title="Lean on car">
        <Animation>amb@world_human_leaning@male@wall@back@legs_crossed@enter|enter_back</Animation>
        <Animation flags="Idle">amb@world_human_leaning@male@wall@back@legs_crossed@idle_a|idle_a|idle_b</Animation>
        <Animation flags="Idle|Loop">amb@world_human_leaning@male@wall@back@legs_crossed@idle_a|idle_c</Animation>
      </MenuItem>

This played one after another for me, also note that I put the loop on its own because a loop would never reach the next animation ;) try the version I just put up as it may had been the old version packaged previously.

Edited by CQoute

liberto

Members

18 minutes ago, CQoute said:

Thats possible, I just did another test using your method


      <MenuItem Title="Lean on car">
        <Animation>amb@world_human_leaning@male@wall@back@legs_crossed@enter|enter_back</Animation>
        <Animation flags="Idle">amb@world_human_leaning@male@wall@back@legs_crossed@idle_a|idle_a|idle_b</Animation>
        <Animation flags="Idle|Loop">amb@world_human_leaning@male@wall@back@legs_crossed@idle_a|idle_c</Animation>
      </MenuItem>

This played one after another for me, also note that I put the loop on its own because a loop would never reach the next animation ;) try the version I just put up as it may had been the old version packaged previously.

This method works, but if I put a "None" flag on the first one, it only plays the first one.

	  <MenuItem Title="Lean on car">
		<Animation flags="None">amb@world_human_leaning@male@wall@back@legs_crossed@enter|enter_back</Animation>
        <Animation flags="Idle">amb@world_human_leaning@male@wall@back@legs_crossed@idle_a|idle_a|idle_b</Animation>
        <Animation flags="Idle|Loop">amb@world_human_leaning@male@wall@back@legs_crossed@idle_a|idle_c</Animation>
	  </MenuItem>

 

imaggot6sic6

Members

not working for me when i press menu key on controller or keyboard, and older versions are crashing for me now not sure whats going on

CQoute

Members Author

1 hour ago, imaggot6sic6 said:

not working for me when i press menu key on controller or keyboard, and older versions are crashing for me now not sure whats going on

I can only advise for you to investigate the ragepluginhook.log file

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