So ive moved some things around and i now get this
Which line 192 is the "continue;"
all i done with the code is copied it from a Tutorial on a forum but obviously i placed it wrong or something lol sorry.
/* 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_213_art::main; level.DLC3.createFX = maps\createfx\nazi_zombie_213_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(); /*-------------------- FUNCTION CALLS - POST _Load ----------------------*/ level.zone_manager_init_func = ::dlc3_zone_init; level thread DLC3_threadCalls2(); } dlc3_zone_init() { add_adjacent_zone( "initial_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" ); level.give_ammo = 0; ammo_trigs = getentarray("give_ammo","targetname"); array_thread(ammo_trigs,::give_ammo); } give_ammo() { while(1) who = undefined; cost = 1500; string = "Press &&1 to buy ammo [Cost: " + cost + "]"; self sethintstring( string ); self SetCursorHint( "HINT_NOICON" ); self UseTriggerRequireLookAt(); self waittill( "trigger", who ); weapon = who GetCurrentWeapon(); ammocount = who getammocount(weapon); clipcount = who getweaponammoclip(weapon); maxammo = weaponmaxammo(weapon); // UNCOMMENT TO MAKE RAY GUN & WUNDERWAFFE AMMO UNBUYABLE //if( weapon == "tesla_gun" || weapon == "ray_gun" ) //{ // who iprintln( "You cannot buy ammo for this weapon" ); // level.give_ammo = 0; //} // UNCOMMENT TO MAKE RAY GUN & WUNDERWAFFE AMMO UNBUYABLE if( maxammo <= ammocount - clipcount ) { continue; } if ( weapon != "fraggrenade" && weapon!= "stielhandgranate" && weapon != "molotov" && weapon != "mine_bouncing_betty" && weapon != "mortar_round" && weapon != "satchel_charge_new") { if( who.score > cost ) { level.give_ammo = 1; } else { level.give_ammo = 0; } } if( level.give_ammo > 0 ) { who givemaxammo( who GetCurrentWeapon() ); who maps\_zombiemode_score::minus_to_player_score( cost ); who playsound( "cha_ching" ); } else { who playsound( "no_cha_ching" ); } wait(0.05); }