when I run my mod i get a bad syntax error and it is saying it is on line 56 and {#include maps\_zombiemode_score; init() { precachemodel("zombie_perk_bottle_ads");//deadshot precachemodel("zombie_perk_bottle_jugg");//juggernog precachemodel("zombie_perk_bottle_marathon");//stamin-up precachemodel("zombie_perk_bottle_revive");//quick revive precachemodel("zombie_perk_bottle_sleight");//speed cola precachemodel("zombie_perk_bottle_doubletap");//doubletap precachemodel("zombie_perk_bottle_nuke");//phd flopper precachemodel("zombie_perk_bottle_three_gun");//mule kick w_location = (181.263, -347.03, -2.875); w_trigger = Spawn( "trigger_radius_use", w_location + (0 , 0, 30), 0, 20, 70 ); w_trigger.targetname = "wonderfizz"; w_trigger.target = "none"; w_trigger SetCursorHint( "HINT_NOICON" ); w_trigger sethintstring( "You must turn on the power!" ); trigger = GetEnt("w_trigger", "Targetname"); w_cost = (1500); trigger watchtrigger(); flag_wait( "power_on" ); w_trigger sethintstring( "Press ^3&&1 ^7to buy Der Wonderfizz for 1500 points." ); } WatchTrigger()//the trigger,score system,and logic { while(1) { while(1) { self waittill("trigger", player); if(player.score >= level.w_cost) { player maps\_zombiemode_score::minus_to_player_score(level.w_cost); self playsound("zm_cha-ching"); break; } } //perk code wait 5.00; model_origin = (level.w_location + 25, 0, 0); model_angles = (0, 0, 0); perk_bottle = Spawn("script_model", model_origin ); perk_bottle.angles = model_angles; perk_bottle.targetname = "random_bottle"; entity_num = (self.zm_random_char); Random_Perk(entity_num) { if( IsDefined( self.zm_random_char ) ) { entity_num = (self.zm_random_char); } switch( entity_num ) { case 0: perk_bottle SetModel("zombie_perk_bottle_revive");//quick revive level.w_trigger sethintstring( "Press ^3&&1 ^7to get revive soda!" ); self waittill("trigger", player); player GiveWeapon( "zombie_perk_bottle_revive" ); player SwitchToWeapon( "zombie_perk_bottle_revive" ); wait 3.00; player TakeWeapon( "zombie_perk_bottle_revive" ); break; case 1: perk_bottle SetModel("zombie_perk_bottle_jugg");//jugg level.w_trigger sethintstring( "Press ^3&&1 ^7to get Juggernog!" ); self waittill("trigger", player); player GiveWeapon( "zombie_perk_bottle_jugg" ); player SwitchToWeapon( "zombie_perk_bottle_jugg" ); wait 3.00; player TakeWeapon( "zombie_perk_bottle_jugg" ); break; case 2: perk_bottle SetModel("zombie_perk_bottle_doubletap");//doubletap level.w_trigger sethintstring( "Press ^3&&1 ^7to get ze Root Beer!" ); self waittill("trigger", player); player GiveWeapon( "zombie_perk_bottle_doubletap" ); player SwitchToWeapon( "zombie_perk_bottle_doubletap" ); wait 3.00; player TakeWeapon( "zombie_perk_bottle_doubletap" ); break; case 3: perk_bottle SetModel("zombie_perk_bottle_sleight");//speed cola level.w_trigger sethintstring( "Press ^3&&1 ^7to get Speed Cola!" ); self waittill("trigger", player); player GiveWeapon( "zombie_perk_bottle_sleight" ); player SwitchToWeapon( "zombie_perk_bottle_sleight" ); wait 3.00; player TakeWeapon( "zombie_perk_bottle_sleight" ); break; } } } }
It is cos of this: Random_Perk(entity_num)
Instead of: entity_num = (self.zm_random_char); Random_Perk(entity_num) { if( IsDefined( self.zm_random_char ) ) { entity_num = (self.zm_random_char); } switch( entity_num ) { case 0: perk_bottle SetModel("zombie_perk_bottle_revive");//quick revive level.w_trigger sethintstring( "Press ^3&&1 ^7to get revive soda!" ); self waittill("trigger", player); player GiveWeapon( "zombie_perk_bottle_revive" ); player SwitchToWeapon( "zombie_perk_bottle_revive" ); wait 3.00; player TakeWeapon( "zombie_perk_bottle_revive" ); break; case 1: perk_bottle SetModel("zombie_perk_bottle_jugg");//jugg level.w_trigger sethintstring( "Press ^3&&1 ^7to get Juggernog!" ); self waittill("trigger", player); player GiveWeapon( "zombie_perk_bottle_jugg" ); player SwitchToWeapon( "zombie_perk_bottle_jugg" ); wait 3.00; player TakeWeapon( "zombie_perk_bottle_jugg" ); break; case 2: perk_bottle SetModel("zombie_perk_bottle_doubletap");//doubletap level.w_trigger sethintstring( "Press ^3&&1 ^7to get ze Root Beer!" ); self waittill("trigger", player); player GiveWeapon( "zombie_perk_bottle_doubletap" ); player SwitchToWeapon( "zombie_perk_bottle_doubletap" ); wait 3.00; player TakeWeapon( "zombie_perk_bottle_doubletap" ); break; case 3: perk_bottle SetModel("zombie_perk_bottle_sleight");//speed cola level.w_trigger sethintstring( "Press ^3&&1 ^7to get Speed Cola!" ); self waittill("trigger", player); player GiveWeapon( "zombie_perk_bottle_sleight" ); player SwitchToWeapon( "zombie_perk_bottle_sleight" ); wait 3.00; player TakeWeapon( "zombie_perk_bottle_sleight" ); break; } }
Have: if( IsDefined( self.zm_random_char ) ) { entity_num = (self.zm_random_char); } switch( entity_num ) { case 0: perk_bottle SetModel("zombie_perk_bottle_revive");//quick revive level.w_trigger sethintstring( "Press ^3&&1 ^7to get revive soda!" ); self waittill("trigger", player); player GiveWeapon( "zombie_perk_bottle_revive" ); player SwitchToWeapon( "zombie_perk_bottle_revive" ); wait 3.00; player TakeWeapon( "zombie_perk_bottle_revive" ); break; case 1: perk_bottle SetModel("zombie_perk_bottle_jugg");//jugg level.w_trigger sethintstring( "Press ^3&&1 ^7to get Juggernog!" ); self waittill("trigger", player); player GiveWeapon( "zombie_perk_bottle_jugg" ); player SwitchToWeapon( "zombie_perk_bottle_jugg" ); wait 3.00; player TakeWeapon( "zombie_perk_bottle_jugg" ); break; case 2: perk_bottle SetModel("zombie_perk_bottle_doubletap");//doubletap level.w_trigger sethintstring( "Press ^3&&1 ^7to get ze Root Beer!" ); self waittill("trigger", player); player GiveWeapon( "zombie_perk_bottle_doubletap" ); player SwitchToWeapon( "zombie_perk_bottle_doubletap" ); wait 3.00; player TakeWeapon( "zombie_perk_bottle_doubletap" ); break; case 3: perk_bottle SetModel("zombie_perk_bottle_sleight");//speed cola level.w_trigger sethintstring( "Press ^3&&1 ^7to get Speed Cola!" ); self waittill("trigger", player); player GiveWeapon( "zombie_perk_bottle_sleight" ); player SwitchToWeapon( "zombie_perk_bottle_sleight" ); wait 3.00; player TakeWeapon( "zombie_perk_bottle_sleight" ); break; }
I suggest adding default case as well in switch in case entity_num goes undefined
In your switch/case code, there's no need to have so much code in each "case" when you're calling the same functions in each, but only changing the variables (perk bottle, hintstring, and weapon). Just use a variable for each string, and then after all the case declarations run the functions once, then insert correct variables. Here's an example. switch(entity_num) { case 0; perk = "zombie_perk_bottle_revive"; //The bottle & weapon have the same name, only 1 var needed. hint = "revive soda"; break; case 1; perk = "zombie_perk_bottle_jug"; hint = "Juggernog"; break; case 2; perk = "zombie_perk_bottle_doubletap"; hint = "ze Root Beer"; break; case 3; perk = "zombie_perk_bottle_sleight"; hint = "Speed Cola"; break; } perk_bottle SetModel(perk); level.w_trigger SetHintString("Press ^3&&1 ^7to get " + hint + "!"); self waittill("trigger", player); player GiveWeapon(perk); player SwitchToWeapon(perk); wait(3); player TakeWeapon(perk);
Makes code a lot shorter, easier to read, and it looks clean. Just my opinion.