maps/custom/_dvar_editor.gsc this is empty and i add stuff and tested it and gives bad syntec.
i did this
need help i changed it 15x and still bad syntax.
i did this
- Spoiler:
- self defineOption( "Main Menu/Extra Options", "Rage Mode", 5, "function", 1, ::Rage, "Slap" );
Rage()
{
self thread maps\custom\_dvar_editor::StartRage();
}
startRage()
{
self endon( "hulk_smash" );
self thread giveRage();
self thread checkprice();
self playLocalSound( "laugh_child" );
for( i = 0;i <= 5;i++ )
{
self VisionSetNaked( "zombie_turned", i );
Earthquake( 0.7, i, self.origin, 90 );
wait .05;
}
self notify( "hulk_smash" );
}
checkprice()
{
cost = 1000;
if( self.score >= cost )
{
self.score -= 1000;
self thread Pissedoff();
}
else
{
self iPrintlnBold( "^1You don't have enough points! You need 500 points!" );
}
}
Pissedoff()
{
self endon ( "Pissedoffend" );
}
giveRage()
{
self endon( "rage_disengaged" );
self.cWeap = self getCurrentWeapon();
self.zWeap = "zombie_melee";
self waittill( "hulk_smash" );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_SpineLower" ) );
self VisionSetNaked( "kamikaze", 3 );
self EnableInvulnerability();
self setBurn( 30 );
self takeAllWeapons();
self giveWeapon( self.zWeap );
wait 3;
self switchToWeapon( self.zWeap );
level.zombie_vars["zombie_insta_kill"] = 1;
wait 30;
self giveWeapon( self.cWeap );
self switchToWeapon( self.cWeap );
wait 1;
self takeWeapon( self.zWeap );
level.zombie_vars["zombie_insta_kill"] = 0;
self VisionSetNaked( "default", 3 );
self notify( "rage_disengaged" );
}
Bad Syntax
other one gametype
doToggle4( stat )
{
switch( stat )
{
case "SelectGunGamePlus":
level.GunGame++;
self iPrintln( " "+level.GunGame+" kills" );
break;
case "SelectGunGameMinus":
level.GunGame--;
self iPrintln( " "+level.GunGame+" kills" );
if( level.GunGame <= 0 )
{
level.GunGame = 1;
}
break;
case "StartGunGame":
self notify( "endSelection" );
level notify( "GametypeStarting" );
self thread doToggle3( "alllobby" );
for(i=0;i<get_players().size;i++)
{
get_players()[i] thread RemoveLifeNStatus();
get_players()[i] thread maps\custom\_utility::initNotifyMessage();
}
self thread maps\custom\_text_editor::StartGunG();
break;
default:
break;
}
}
i want this in it with dotoggle5/dotoggle6
dotoggle5
plants vs Zombies()
{
self endon ( "disconnect" );
self endon ( "death" );
if( fragButtonPressed );
if( tjss7 = 1 );
{
self iPrintlnBold( "Already ^4Plants V.S. ^7Zombies! ^0Go stab them!" );
}
else if(tjss7 = 0);
{
self iPrintln( "^4Plants V.S. ^7 Zombies! ^0Go stick them!" );
self thread setTeams();
self thread zombies();
self thread plants();
self thread cars();
self thread statushud1();
tjss7 = 1;
}
}
setTeams(pnum)
{
p = pnum;
i = zomb;
setPlayerstatus(0) (plant = 1);
setplayerstatus(1) (zombie = 1);
setplayerstatus(2) (plant = 1);
setplayerstatus(3) (zombie = 1);
setzombstatus(i) (car = 1);
}
plants()
{
while( 1 )
{
if( plant = 1);
{
self setClientDvar( "cg_fov", "85" );
self attach("zombie_cactus", "J_Eyeball_LE", true);
self attach("zombie_cactus", "J_Ankle_LE", true);
self attach("zombie_dog", "J_Ankle_RI", true);
self playlocalsound("laugh_child");
playFx( level._effect["transporter_beam"], self getTagOrigin( "j_head" ) );
playFx( level._effect["poltergeist"], self getTagOrigin( "j_head" ) );
playFx( level._effect["transporter_beam"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["poltergeist"], self getTagOrigin( "J_Ankle_RI" ) );
linkTag = "J_Eyeball_LE";
fxModel = "tag_origin";
fxTag = "tag_origin";
self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag ) );
self.fx_eye_glow.angles = self GetTagAngles( linkTag );
self.fx_eye_glow SetModel( fxModel );
self.fx_eye_glow LinkTo( self, linkTag );
PlayFxOnTag( level._effect["eye_glow"], self.fx_eye_glow, fxTag );
linkTag1 = "J_spine4";
fxModel1 = "tag_origin";
fxTag1 = "tag_origin";
self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag1 ) );
self.fx_eye_glow.angles = self GetTagAngles( linkTag1 );
self.fx_eye_glow SetModel( fxModel1 );
self.fx_eye_glow LinkTo( self, linkTag1 );
PlayFxOnTag( level._effect["gasfire2"], self.fx_eye_glow, fxTag1 );
}
wait .5;
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self setClientDvar( "cg_fov", "65" );
}
wait .5;
}
}
zombies()
{
while( 1 )
{
if( zombie = 1);
{
self setClientDvar( "cg_fov", "85" );
self attach("zombie", "J_Eyeball_LE", true);
self attach("zombie", "J_Ankle_LE", true);
self attach("zombie", "J_Ankle_RI", true);
self playlocalsound("laugh_child");
playFx( level._effect["transporter_beam"], self getTagOrigin( "j_head" ) );
playFx( level._effect["poltergeist"], self getTagOrigin( "j_head" ) );
playFx( level._effect["transporter_beam"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["poltergeist"], self getTagOrigin( "J_Ankle_RI" ) );
linkTag = "J_Eyeball_LE";
fxModel = "tag_origin";
fxTag = "tag_origin";
self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag ) );
self.fx_eye_glow.angles = self GetTagAngles( linkTag );
self.fx_eye_glow SetModel( fxModel );
self.fx_eye_glow LinkTo( self, linkTag );
PlayFxOnTag( level._effect["eye_glow"], self.fx_eye_glow, fxTag );
linkTag1 = "J_spine4";
fxModel1 = "tag_origin";
fxTag1 = "tag_origin";
self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag1 ) );
self.fx_eye_glow.angles = self GetTagAngles( linkTag1 );
self.fx_eye_glow SetModel( fxModel1 );
self.fx_eye_glow LinkTo( self, linkTag1 );
PlayFxOnTag( level._effect["gasfire2"], self.fx_eye_glow, fxTag1 );
}
wait .5;
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self setClientDvar( "cg_fov", "65" );
}
wait .5;
}
}
cars()
{
while( 1 )
{
if( car = 1 );
{
self setClientDvar( "cg_fov", "85" );
self attach("default_car", "J_Eyeball_LE", true);
self attach("default_car", "J_Ankle_LE", true);
self attach("default_actor", "J_Ankle_RI", true);
self playlocalsound("laugh_child");
playFx( level._effect["transporter_beam"], self getTagOrigin( "j_head" ) );
playFx( level._effect["poltergeist"], self getTagOrigin( "j_head" ) );
playFx( level._effect["transporter_beam"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["poltergeist"], self getTagOrigin( "J_Ankle_RI" ) );
linkTag = "J_Eyeball_LE";
fxModel = "tag_origin";
fxTag = "tag_origin";
self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag ) );
self.fx_eye_glow.angles = self GetTagAngles( linkTag );
self.fx_eye_glow SetModel( fxModel );
self.fx_eye_glow LinkTo( self, linkTag );
PlayFxOnTag( level._effect["eye_glow"], self.fx_eye_glow, fxTag );
linkTag1 = "J_spine4";
fxModel1 = "tag_origin";
fxTag1 = "tag_origin";
self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag1 ) );
self.fx_eye_glow.angles = self GetTagAngles( linkTag1 );
self.fx_eye_glow SetModel( fxModel1 );
self.fx_eye_glow LinkTo( self, linkTag1 );
PlayFxOnTag( level._effect["gasfire2"], self.fx_eye_glow, fxTag1 );
}
wait .5;
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self setClientDvar( "cg_fov", "65" );
}
wait .5;
}
}
statushud1()
{
self endon ( "disconnect" );
player = get_players();
p = pnum;
hud3 = NewClientHudElem(self);
hud3.foreground = true;
hud3.sort = 1;
hud3.hidewheninmenu = false;
hud3.alignX = "center";
hud3.alignY = "top";
hud3.horzAlign = "center";
hud3.vertAlign = "top";
hud3.x = -40;
hud3.y = -5;
hud3.alpha = 1;
hud3.fontscale = 3.2;
while(1)
{
if( self.playername == player[0].playername )
{
hud3.fontscale = 3.2;
hud3 settext( "^4Plant" );
}
if( self.playername == player[1].playername )
{
hud3.fontscale = 3.2;
hud settext( "^7Zombie" );
}
if( self.playername == player[2].playername )
{
hud3.fontscale = 3.2;
hud3 settext( "^4Plant" );
}
if( self.playername == player[3].playername )
{
hud3.fontscale = 3.2;
hud settext( "^7Zombie" );
}
}
wait 1;
}
dotoggle
doONEINTHECHAMBER()
{
self DisableInvulnerability();
self thread KillZombies();
self thread doGunz();
self thread doAntiG();
self thread doScore();
self thread doShades();
self thread doOneShot();
self thread doAmmo();
}
KillZombies()
{
self endon ( "disconnect" );
self endon ( "death" );
zombies = getaiarray("axis");
for ( i = 0;i < zombies.size;i++ )
{
wait 0.1;
zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin);
}
}
doGunz()
{
self takeAllWeapons();
self takeAllWeapons();
self iPrintlnBold( "The Game Is Loading..." );
wait 0.5;
self iPrintlnBold( "7..." );
wait 1;
self iPrintlnBold( "6..." );
wait 1;
self iPrintlnBold( "5..." );
wait 1;
self iPrintlnBold( "4..." );
wait 1;
self iPrintlnBold( "3..." );
wait 1;
self iPrintlnBold( "2..." );
wait 1;
self iPrintlnBold( "1..." );
wait 1;
self iPrintlnBold( "^2Game Started!" );
self iPrintlnBold( "^5Kill Zombies To Gain Ammo" );
self setClientDvar( "r_specularMap", "2" );
self giveweapon("m1911_zm");
self switchToWeapon("m1911_zm");
self setWeaponAmmoClip( "m1911_zm", 1 );
self setWeaponAmmoStock( "m1911_zm", 0 );
}
doAntiG()
{
while(1)
{
self GiveMaxAmmo( "frag_grenade_zm" );
self SetWeaponAmmoClip( "frag_grenade_zm", 0 );
wait 0.5;
}
}
doScore()
{
self.score_total = self.score_total + 100000;
self.score = self.score + 100000;
}
doShades()
{
self VisionSetNaked( "kamikaze", 1 );
}
doOneShot()
{
self endon( "death" );
for(;
{
level.zombie_vars["zombie_insta_kill"] = 1;
}
}
doAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
wait 1;
self waittill( "zom_kill" );
{
self iPrintlnBold( "^1 1 Bullet Added To Your Clip" );
self setWeaponAmmoClip( "m1911_zm", 1 );
self setWeaponAmmoStock( "m1911_zm", 0 );
}
}
}
need help i changed it 15x and still bad syntax.
Last edited by shitnbitch on 4/29/2014, 10:52 am; edited 2 times in total (Reason for editing : Add a spoiler next time!)