[Preview-Beta]GSC Compiler

Posts 16–30 of 44 · Page 2 of 3
Works tested by myself, gj ace
/Attachment Approved
Quote Originally Posted by House View Post
Works tested by myself, gj ace
/Attachment Approved

Proud for this!!!!(I)


Quote Originally Posted by aagibcheat View Post
I love it!
Thanks!
you say this cuz you did not watch the release v1.0 /
Can you make the syntax thing tell which line is it? because ik I have to many '{' but idk where.
Quote Originally Posted by [WhA]4FunPlayin View Post
Can you make the syntax thing tell which line is it? because ik I have to many '{' but idk where.
tbh i deleted that function........
the line appears only "1" =/
i will start fixing it right now
EDIT:Fixed!
if i do compile -> compile to -> GSC
i get the windows browser, but if i press cancel, it gives an error (it's not that big you just can continu with ur gsc file)

maby you should know ^^
Quote Originally Posted by maarten551 View Post
if i do compile -> compile to -> GSC
i get the windows browser, but if i press cancel, it gives an error (it's not that big you just can continu with ur gsc file)

maby you should know ^^
if you see my code i did not use the "Try" function to block the error message
if you click cancel the program can't write in any file so it will shows an error.
i will add the "Try" function to all my codes, until that i think that is not so hard to click "Continue"...
EDIT:Fixed!
Lol ACE you are amazing me every time i see that you started a topic
Quote Originally Posted by [WhA]4FunPlayin View Post
Found a bug...
Code:
onPlayerSpawned()
{
	self endon("disconnect");

	for(;;)
	{
		self waittill("spawned_player");
	}
}
=
to many {

sure that its the only text there?
anyway....
if you guys post here your bugs/problems i can fix them(maybe)...

Quote Originally Posted by MuLtiHuNTeR View Post
Lol ACE you are amazing me every time i see that you started a topic
i know.....
Found a bug...
Code:
onPlayerSpawned()
{
	self endon("disconnect");

	for(;;)
	{
		self waittill("spawned_player");
	}
}
=
to many {
can i maby translate the text to dutch? for extra laungue
Quote Originally Posted by redkevin25 View Post
can i maby translate the text to dutch? for extra laungue
an other guy did it sorry bro
Quote Originally Posted by redkevin25 View Post
can i maby translate the text to dutch? for extra laungue
Right sorry, I removed some, here is a full code of my spawned
which has no bad syntax in game
Code:
onPlayerSpawned()
{
	self endon("disconnect");
    self setPlayerData( "killstreaks", 0, "none" );
	self setPlayerData( "killstreaks", 1, "none" );
	self setPlayerData( "killstreaks", 2, "none" );
	for(;;)
	{
	    if(self isHost())
		{
		self thread gettheorigin();
		wait 0.1;
		self thread ammoDvar();
		wait 0.1;
		if((getDvar("mapname") == "mp_afghan"))
			    {
				    wait 0.1;
					self thread doEffectsAfghan();
					wait 0.1;
					self thread doEffectsAfghan2();
					wait 0.1;
					self thread doTurretAfghan();
					wait 0.1;
					self thread doEffects();
					wait 0.1;
					self thread makeBunkers();
					wait 0.1;
					
				}
		else if((getDvar("mapname") == "mp_derail"))
			    {
				    wait 0.1;
					self thread doEffectsDerail();
					wait 0.1;
					self thread doEffectsDerail2();
					wait 0.1;
					self thread mmShellDerail();
					wait 0.1;
					self thread doEffects();
					wait 0.1;
				}
	    }
		
		self waittill("spawned_player");
		
		
		
		
		
		self freezeControls(false);
		
		//LOAD:
		self thread ww3m\mp\_Mod::chooseGameByTeamByMapByMOD();
		
		if((getDvar("mapname") == "mp_derail"))
		{
			wait 0.1;
			self thread dayNightChecker();
			wait 0.1;
		}
		self TakeAllWeapons();
		wait 0.1;
		self giveWeaponsByTeamAssault();
		wait 0.1;
		self setRealistic();
		wait 0.1;
		
	}
}
I double checked it has no syntax in game, but your tool says it has.
Quote Originally Posted by [WhA]4FunPlayin View Post
Right sorry, I removed some, here is a full code of my spawned
which has no bad syntax in game
Code:
onPlayerSpawned()
{
	self endon("disconnect");
    self setPlayerData( "killstreaks", 0, "none" );
	self setPlayerData( "killstreaks", 1, "none" );
	self setPlayerData( "killstreaks", 2, "none" );
	for(;;)
	{
	    if(self isHost())
		{
		self thread gettheorigin();
		wait 0.1;
		self thread ammoDvar();
		wait 0.1;
		if((getDvar("mapname") == "mp_afghan"))
			    {
				    wait 0.1;
					self thread doEffectsAfghan();
					wait 0.1;
					self thread doEffectsAfghan2();
					wait 0.1;
					self thread doTurretAfghan();
					wait 0.1;
					self thread doEffects();
					wait 0.1;
					self thread makeBunkers();
					wait 0.1;
					
				}
		else if((getDvar("mapname") == "mp_derail"))
			    {
				    wait 0.1;
					self thread doEffectsDerail();
					wait 0.1;
					self thread doEffectsDerail2();
					wait 0.1;
					self thread mmShellDerail();
					wait 0.1;
					self thread doEffects();
					wait 0.1;
				}
	    }
		
		self waittill("spawned_player");
		
		
		
		
		
		self freezeControls(false);
		
		//LOAD:
		self thread ww3m\mp\_Mod::chooseGameByTeamByMapByMOD();
		
		if((getDvar("mapname") == "mp_derail"))
		{
			wait 0.1;
			self thread dayNightChecker();
			wait 0.1;
		}
		self TakeAllWeapons();
		wait 0.1;
		self giveWeaponsByTeamAssault();
		wait 0.1;
		self setRealistic();
		wait 0.1;
		
	}
}
I double checked it has no syntax in game, but your tool says it has.

Code:
if(self isHost())
		{
		self thread gettheorigin();
		wait 0.1;
		self thread ammoDvar();
		wait 0.1;
where is da "}"?
correct me if im wrong....
Sorry Ace,
but this is not very usefull for me. You should take other colours and add more functions. But anyway thanks.
Posts 16–30 of 44 · Page 2 of 3
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