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Topics - SGT. FUNNY MAN

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)

Code Snippet
Plaintext
/*
   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;
   }
}
8 years ago
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