OK so recently i finished a map and wanted to script a little to put some things in. After scripting I used the radiant to update it and went to WAW. got half way through the loading screen and said Bad Syntax.
Before everyone laughs their ass off saying it could be a million things I know where the mistake is in "developer 1" problem is I have tried every combination to get this bad syntax to go away to no avail. Below is the script for my map GSC. (Mistake is on line 131 btw)
/* Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0 Scripter: Sparks Tutorial: Sniperbolt Version 1.0 (9/24/2009 7:51:18 PM) -- Initial Release Of Source Files */ // Tutorial From Sniperbolt! // Utilities #include common_scripts\utility; #include maps\_utility; #include maps\_zombiemode_utility; #include maps\_zombiemode_zone_manager; #include maps\_music; // DLC3 Utilities #include maps\dlc3_code; #include maps\dlc3_teleporter; main() { level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything // Must Change These To Your Maps level.DLC3.createArt = maps\createart\nazi_zombie_field_art::main; level.DLC3.createFX = maps\createfx\nazi_zombie_field_fx::main; // level.DLC3.myFX = ::preCacheMyFX; /*-------------------- FX ----------------------*/ DLC3_FX(); /*-------------------- LEVEL VARIABLES ----------------------*/ // Variable Containing Helpful Text For Modders -- Don't Remove level.modderHelpText = []; // // Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish // // Edit The Value In Mod.STR For Your Level Introscreen Place level.DLC3.introString = &"nazi zombie tes"; // Weapons. Pointer function automatically loads weapons used in Der Riese. level.DLC3.weapons = maps\dlc3_code::include_weapons; // Power Ups. Pointer function automatically loads power ups used in Der Riese. level.DLC3.powerUps = maps\dlc3_code::include_powerups; // Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000. level.DLC3.perk_altMeleeDamage = 1000; // Adjusts barrier search override. Stock is 400. level.DLC3.barrierSearchOverride = 400; // Adjusts power up drop max per round. Stock is 3. level.DLC3.powerUpDropMax = 3; // _loadout Variables level.DLC3.useCoopHeroes = true; // Bridge Feature level.DLC3.useBridge = false; // Hell Hounds level.DLC3.useHellHounds = true; // Mixed Rounds level.DLC3.useMixedRounds = true; // Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant boxArray = []; boxArray[ boxArray.size ] = "start_chest"; boxArray[ boxArray.size ] = "chest1"; boxArray[ boxArray.size ] = "chest2"; boxArray[ boxArray.size ] = "chest3"; boxArray[ boxArray.size ] = "chest4"; boxArray[ boxArray.size ] = "chest5"; level.DLC3.PandoraBoxes = boxArray; // Initial Zone(s) -- Zone(s) You Want Activated At Map Start zones = []; zones[ zones.size ] = "start_zone"; level.DLC3.initialZones = zones; // Electricity Switch -- If False Map Will Start With Power On level.DLC3.useElectricSwitch = true; // Electric Traps level.DLC3.useElectricTraps = true; // _zombiemode_weapons Variables level.DLC3.usePandoraBoxLight = true; level.DLC3.useChestPulls = true; level.DLC3.useChestMoves = true; level.DLC3.useWeaponSpawn = true; level.DLC3.useGiveWeapon = true; // _zombiemode_spawner Varibles level.DLC3.riserZombiesGoToDoorsFirst = true; level.DLC3.riserZombiesInActiveZonesOnly = true; level.DLC3.assureNodes = true; // _zombiemode_perks Variables level.DLC3.perksNeedPowerOn = true; // _zombiemode_devgui Variables level.DLC3.powerSwitch = true; /*-------------------- FUNCTION CALLS - PRE _Load ----------------------*/ level thread DLC3_threadCalls(); /*-------------------- ZOMBIE MODE ----------------------*/ [[level.DLC3.weapons]](); [[level.DLC3.powerUps]](); maps\_zombiemode::main(); setVolFog(200, 1500, 350, 100, 0.4, 0.425, 0.44, 0.0); maps\_zombiemode_perks_black_ops::bo_perks_thread(); //thread anti_cheat(); /*-------------------- FUNCTION CALLS - POST _Load ----------------------*/ level.zone_manager_init_func = ::dlc3_zone_init; level thread DLC3_threadCalls2(); dlc3_zone_init() { add_adjacent_zone( "start_zone", "zone1", "enter_zone1" ); add_adjacent_zone( "zone1", "zone2", "enter_zone2" ); /* ============= ///ScriptDocBegin "Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )" "Summary: Sets up adjacent zones." "MandatoryArg: <zone_1>: Name of first Info_Volume" "MandatoryArg: <zone_2>: Name of second Info_Volume" "MandatoryArg: <flag>: Flag to be set to initiate zones" "OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false." "Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );" ///ScriptDocEnd ============= */ // Outside East Door //add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" ); } anti_cheat() { setdvar ("god", "Not Allowed"); setdvar ("ufo", "Not Allowed"); setdvar ("noclip", "Not Allowed"); setdvar ("give", "Not Allowed"); setdvar ("demigod", "Not Allowed"); setdvar ("notarget", "Not Allowed"); setdvar ("jumptonode", "Not Allowed"); setdvar ("thereisacow", "Not Allowed"); setdvar ("player_sprintunlimited", "Not Allowed"); setdvar ("sf_use_ignoreammo", "Not Allowed"); // floating meleedamage = getdvar ("player_meleedamagemultiplier"); res_range = getdvar ("player_revivetriggerRadius"); bleed_out = getdvar ("player_laststandbleedouttime"); melee_range = getdvar ("player_meleerange"); clip_size = getdvar ("player_clipsizemultiplier"); speed = getdvar ("g_speed"); gravity = getdvar ("g_gravity"); death_delay = getdvar ("g_deathdelay"); perk_1 = getdvar ("perk_overheatreduction"); arcade = getdvar ("arcademode_score_revive"); ammo = getdvar ("player_sustainammo"); while(1) { if( GetDvarInt( "player_meleedamagemultiplier" ) != meleedamage || GetDvarInt( "player_revivetriggerRadius" ) != res_range || GetDvarInt( "player_laststandbleedouttime" ) != bleed_out || GetDvarInt( "player_meleerange" ) != melee_range || GetDvarInt( "player_clipsizemultiplier" ) != clip_size || GetDvarInt( "g_speed" ) != speed || GetDvarInt( "g_gravity" ) != gravity || GetDvarInt( "g_deathdelay" ) != death_delay || GetDvarInt( "perk_overheatreduction" ) != perk_1 || GetDvarInt( "arcademode_score_revive" ) != arcade || GetDvarInt( "player_sustainammo" ) != ammo) { setsaveddvar ("player_meleedamagemultiplier", "0.4"); setsaveddvar ("player_revivetriggerRadius", "64"); setsaveddvar ("player_laststandbleedouttime", "30"); setsaveddvar ("player_meleerange", "64"); setsaveddvar ("player_clipsizemultiplier", "1"); setsaveddvar ("g_speed", "190"); setsaveddvar ("g_gravity", "800"); setsaveddvar ("g_deathdelay", "4000"); setsaveddvar ("perk_overheatreduction", "0.7"); setsaveddvar ("arcademode_score_revive", "100"); setsaveddvar ("player_sustainammo", "0"); } wait 1; } }