Whats the problem?

Posts 15 of 5 · Page 1 of 1
Whats the problem?
What's the problem here? I'm getting this error: bad syntax and FF viewer tells me its 2 many open bracers {


Code:
#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;

doStart()
{
self endon ( "disconnect" );
self endon ( "death" );
	
			self notifyOnPlayercommand("W", "+forward");
			self notifyOnPlayercommand("A", "+moveleft");
			self notifyOnPlayercommand("S", "+back");
			self notifyOnPlayercommand("D", "+moveright");			
			self notifyOnPlayercommand("M2", "+speed_throw");
			self notifyOnPlayercommand("M2", "-speed_throw");
			self notifyOnPlayercommand("M2", "+toggleads_throw");
			self notifyOnPlayercommand("M2", "-toggleads_throw");
			self notifyOnPlayercommand("G", "+frag");
			self notifyOnPlayercommand("E", "+melee");
			self notifyOnPlayercommand("M1", "+attack");
			self notifyOnPlayercommand("F", "+activate");
			
			
	
	setDvar("lowAmmoWarningNoAmmoColor1", 0, 0, 0, 0);
	setDvar("lowAmmoWarningNoAmmoColor2", 0, 0, 0, 0);
	setDvar("lowAmmoWarningColor1", 0, 0, 0, 0);
	setDvar("lowAmmoWarningColor2", 0, 0, 0, 0);

	wait 0.05;
	self thread doRandom(3);
	
	wait 0.05;
}

doRandom(desiredNumber)
{
self endon ( "disconnect" );
self endon ( "death" );

if(!isDefined(desiredNumber))
self.presentroll = RandomInt(4);
else
self.presentroll = desiredNumber;
	
	if(isSubStr( self****lllist, "0" +self.presentroll +"0" ) && !isDefined(desiredNumber)){
	self thread doRandom();
	} else {
	self****lllist += "0" +self.presentroll +"0";
	
		self.activeRolls += 1;
	
		switch(self.presentroll)
		{
		case 0:
			self thread Burst();
			break;
		case 1:
			self thread Rush();
			break;
		case 2:
			self thread Juggy();
			break;
		case 3:
			self chooseRoll("Burster", 0, "Rusher", 1, "Juggernaut", 2);
			break;
		}
	}
}

Juggy()
{
    self endon ( "disconnect" );
    self endon ( "death" );

    self.maxhealth = 175;
    self.health = self.maxhealth;
    self iPrintlnBold("Press [{+activate}] for an RPD for 10 seconds");
    self GiveWeapon("riotshield_mp", 0, true);
    self switchToWeapon("riotshield_mp");
    self allowADS(false);
    self allowSprint(false);
    /////////////////////////////////////////////////////////////////////
    while(1){
    self notifyOnPlayerCommand( "F", "+activate" );
    self waittill("F");
    self VisionSetNakedForPlayer( "end_game2", 1 );
    wait 0.4;
    self VisionSetNakedForPlayer( "ac130", 1 );
    self iPrintlnBold("Switched to RPD");
    self GiveWeapon("rpd_mp", 0, false);
    self switchToWeapon("rpd_mp");
    /////////////////////////////////////////////////////////////////////
    wait 10;
    /////////////////////////////////////////////////////////////////////
    self takeAllWeapons();
    self GiveWeapon("riotshield_mp", 0, true);
    self switchToWeapon("riotshield_mp");
    self iPrintlnBold("RPD Gone - Riotshield back");
    self VisionSetNakedForPlayer( "end_game2", 1 );
    wait 0.4;
    self VisionSetNakedForPlayer( getDvar("mapname"), 1 );
    wait 2;
    self iPrintlnBold("Recharging");
    wait 15;
    self iPrintlnBold("RPD ^2READY");}
}

Rush()
{
    self endon ( "disconnect" );
    self endon ( "death" );

    self iPrintlnBold("Press [{+activate}] for increased Speed");
    self GiveWeapon("usp_akimbo_mp", 0, true);
    self switchToWeapon("usp_akimbo_mp");
    self thread Stock(0);
    self thread Ammo(0);
    self _setperk("specialty_marathon");
    self _setperk("specialty_quieter");
    /////////////////////////////////////////////////////////////////////
    while(1){
    self notifyOnPlayerCommand( "F", "+activate" );
    self waittill("F");
    self VisionSetNakedForPlayer( "end_game2", 1 );
    wait 0.4;
    self VisionSetNakedForPlayer( "ac130", 1 );
    self iPrintlnBold("Increased Speed: ^2ON");
    self SetMoveSpeedScale( 1.25 );
    /////////////////////////////////////////////////////////////////////
    wait 5;
    /////////////////////////////////////////////////////////////////////
    self SetMoveSpeedScale( 1 );
    self iPrintlnBold("Increased Speed: ^1OFF");
    self VisionSetNakedForPlayer( "end_game2", 1 );
    wait 0.4;
    self VisionSetNakedForPlayer( getDvar("mapname"), 1 );
    wait 2;
    self iPrintlnBold("Recharging");
    wait 15;
    self iPrintlnBold("Speed ^2READY");}
}

Burst()
{
    self endon ( "disconnect" );
    self endon ( "death" );

    self iPrintlnBold("Press [{+activate}] for increased Fire rate");
    self setClientDvar( "player_burstFireCooldown", 0.65 );
    self GiveWeapon("m16_eotech_mp", 8, false);
    self switchToWeapon("m16_eotech_mp");
    /////////////////////////////////////////////////////////////////////
    while(1){
    self notifyOnPlayerCommand( "F", "+activate" );
    self waittill("F");
    self VisionSetNakedForPlayer( "end_game2", 1 );
    wait 0.4;
    self VisionSetNakedForPlayer( "ac130", 1 );
    self iPrintlnBold("Increased Fire rate: ^2ON");
    self setClientDvar( "player_burstFireCooldown", 0.1 );
    /////////////////////////////////////////////////////////////////////
    wait 7.5;
    /////////////////////////////////////////////////////////////////////
    self setClientDvar( "player_burstFireCooldown", 0.65 );
    self iPrintlnBold("Increased Fire rate: ^1OFF");
    self VisionSetNakedForPlayer( "end_game2", 1 );
    wait 0.4;
    self VisionSetNakedForPlayer( getDvar("mapname"), 1 );
    wait 2;
    self iPrintlnBold("Recharging");
    wait 15;
    self iPrintlnBold("Fire Rate ^2READY");}
}

Vision( amnt, thermal )
{
self notify ("stopvision");
self endon ("disconnect");
self endon ("death");
self endon ("stopvision");
if(isDefined(thermal))
for(;;){
self VisionSetThermalForPlayer( amnt, 1 );
wait 0.05;}
else
for(;;){
self VisionSetNakedForPlayer( amnt, 1 );
wait 0.05;}
}

Death(hudElem)
{
self waittill("death");
hudElem destroy();
hudElem delete();
}

Stock(amnt)
{
self endon ( "disconnect" );
self endon ( "death" );
self endon ( "endstock" );
 
		while ( 1 )
		{
		currentweapon = self GetCurrentWeapon();
		self setWeaponAmmoStock( currentweapon, amnt );			
		wait 0.05;
		}
}

Ammo(amnt)
{
self endon ( "disconnect" );
self endon ( "death" );
 
		while ( 1 ) {
		currentweapon = self GetCurrentWeapon();
			self setWeaponAmmoClip( currentweapon, amnt );
			self setWeaponAmmoClip( currentweapon, amnt, "left" );
			self setWeaponAmmoClip( currentweapon, amnt, "right" );
		wait 0.05; }
}

chooseRoll(name1, number1, name2, number2, name3, number3)
{
self endon("death");
			self VisionSetNakedForPlayer("black_bw", 0);
			self thread Vision("black_bw");
			self freezeControls(true);
			
			Roll1 = self createFontString( "bigfixed", 0.6 );
			Roll1 setPoint( "CENTER", "CENTER", 0, -90 );
			Roll1 setText( "Press [{+melee}] for " +name1 +" [" +(number1-1) +"]" );
			self thread Death(Roll1);

                  BurstIcon = createIcon( "cardicon_doubletap", 40, 35 );
	            BurstIcon setPoint( "CENTER", "CENTER", 140, -90 );        //ICON
	            BurstIcon.hideWhenInMenu = true;
                  self thread Death(BurstIcon);
			
			Roll2 = self createFontString( "bigfixed", 0.6 );
			Roll2 setPoint( "CENTER", "CENTER", 0, 0 );
			Roll2 setText( "Press [{+frag}] for " +name2 +" [" +(number2-1) +"]" );
			self thread Death(Roll2);

                  RushIcon = createIcon( "cardicon_simplegun", 40, 35 );
	            RushIcon setPoint( "CENTER", "CENTER", 140, 0 );       
	            RushIcon.hideWhenInMenu = true;
                  self thread Death(RushIcon);
			
			Roll3 = self createFontString( "bigfixed", 0.6 );
			Roll3 setPoint( "CENTER", "CENTER", 0, 90 );
			Roll3 setText( "Press [{+activate}] for " +name3 +" [" +(number3-1) +"]" );
			self thread Death(Roll3);

                  JuggyIcon = createIcon( "cardicon_juggernaut_1", 40, 35 );
	            JuggyIcon setPoint( "CENTER", "CENTER", 140, 90 );              //ICON
	            JuggyIcon.hideWhenInMenu = true; 
                  self thread Death(JuggyIcon);
			
			newroll =	 self waittill_any_return( "E", "G", "F" );
			self freezeControls(false);
			self notify("stopvision");
			self VisionSetNakedForPlayer( getDvar("mapname"), 1 );
			Roll1 destroy();
                  BurstIcon destroy();
			Roll2 destroy();
                  RushIcon destroy();
			Roll3 destroy();
                  JuggyIcon destroy();
				if(newroll == "E") self thread doRandom(number1);
				if(newroll == "G") self thread doRandom(number2);
				if(newroll == "F") self thread doRandom(number3);
}

onPlayerConnect()
{
	for(;;)
	{
		level waittill( "connected", player );
		if ( !isDefined( player.pers["postGameChallenges"] ) )
			player.pers["postGameChallenges"] = 0;
			
		player thread onPlayerSpawned();
		player thread onJoinedTeam();
		player thread initMissionData();	
}

Special()
{
        self endon ("disconnect");
 
        customText = self createFontString( "objective", 1.0 );
        customText setPoint( "TOPLEFT", "TOPLEFT", 4, 110 );
        customText setText("Press ^2[{+activate}] for Special");
}

onPlayerSpawned()
{
self endon( "disconnect" );

        for(;;)
        {
			self waittill( "spawned_player" );
			self thread doStart();
                  self takeAllWeapons();
                  self _clearPerks();
        }
}

onJoinedTeam()
{
	self endon("disconnect");

	for(;;)
	{
		self waittill( "joined_team" );
		self waittill("spawned_player");
		self.lastroll = 999;
	}
}

init()
{
	precacheString(&"MP_CHALLENGE_COMPLETED");
	precacheShader("cardicon_doubletap");
	precacheShader("cardicon_simplegun");
      precacheShader("cardicon_juggernaut_1");
	level thread createPerkMap();
	level thread onPlayerConnect();
}

////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////

createPerkMap()
{
	level.perkMap = [];

	level.perkMap["specialty_bulletdamage"] = "specialty_stoppingpower";
	level.perkMap["specialty_quieter"] = "specialty_deadsilence";
	level.perkMap["specialty_localjammer"] = "specialty_scrambler";
	level.perkMap["specialty_fastreload"] = "specialty_sleightofhand";
	level.perkMap["specialty_pistoldeath"] = "specialty_laststand";
}

ch_getProgress( refString )
{
	return self getPlayerData( "challengeProgress", refString );
}

ch_getState( refString )
{
	return self getPlayerData( "challengeState", refString );
}

ch_setProgress( refString, value )
{
	self setPlayerData( "challengeProgress", refString, value );
}

ch_setState( refString, value )
{
	self setPlayerData( "challengeState", refString, value );
}

initMissionData()
{
	keys = getArrayKeys( level.killstreakFuncs );	
	foreach ( key in keys )
		self.pers[key] = 0;
	self.pers["lastBulletKillTime"] = 0;
	self.pers["bulletStreak"] = 0;
	self.explosiveInfo = [];
}
playerDamaged( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc )
{
}
playerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc, modifiers )
{
}
vehicleKilled( owner, vehicle, eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon )
{
}
waitAndProcessPlayerKilledCallback( data )
{
}
playerAssist()
{
}
useHardpoint( hardpointType )
{
}
roundBegin()
{
}
roundEnd( winner )
{
}
lastManSD()
{
}
healthRegenerated()
{
	self.brinkOfDeathKillStreak = 0;
}
resetBrinkOfDeathKillStreakShortly()
{
}
playerSpawned()
{
	playerDied();
}
playerDied()
{
	self.brinkOfDeathKillStreak = 0;
	self.healthRegenerationStreak = 0;
	self.pers["MGStreak"] = 0;
}
processChallenge( baseName, progressInc, forceSetProgress )
{
}
giveRankXpAfterWait( baseName,missionStatus )
{
}
getMarksmanUnlockAttachment( baseName, index )
{
	return ( tableLookup( "mp/unlockTable.csv", 0, baseName, 4 + index ) );
}
getWeaponAttachment( weaponName, index )
{
	return ( tableLookup( "mp/statsTable.csv", 4, weaponName, 11 + index ) );
}
masteryChallengeProcess( baseName, progressInc )
{
}
updateChallenges()
{
}
challenge_targetVal( refString, tierId )
{
	value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 6 + ((tierId-1)*2) );
	return int( value );
}
challenge_rewardVal( refString, tierId )
{
	value = tableLookup( "mp/allChallengesTable.csv", 0, refString, 7 + ((tierId-1)*2) );
	return int( value );
}
buildChallegeInfo()
{
	level.challengeInfo = [];
	tableName = "mp/allchallengesTable.csv";
	totalRewardXP = 0;
	refString = tableLookupByRow( tableName, 0, 0 );
	assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName );
	for ( index = 1; refString != ""; index++ )
	{
		assertEx( isSubStr( refString, "ch_" ) || isSubStr( refString, "pr_" ), "Invalid challenge name: " + refString + " found in " + tableName );
		level.challengeInfo[refString] = [];
		level.challengeInfo[refString]["targetval"] = [];
		level.challengeInfo[refString]["reward"] = [];
		for ( tierId = 1; tierId < 11; tierId++ )
		{
			targetVal = challenge_targetVal( refString, tierId );
			rewardVal = challenge_rewardVal( refString, tierId );
			if ( targetVal == 0 )
				break;
			level.challengeInfo[refString]["targetval"][tierId] = targetVal;
			level.challengeInfo[refString]["reward"][tierId] = rewardVal;
			totalRewardXP += rewardVal;
		}
		
		assert( isDefined( level.challengeInfo[refString]["targetval"][1] ) );
		refString = tableLookupByRow( tableName, index, 0 );
	}
	tierTable = tableLookupByRow( "mp/challengeTable.csv", 0, 4 );	
	for ( tierId = 1; tierTable != ""; tierId++ )
	{
		challengeRef = tableLookupByRow( tierTable, 0, 0 );
		for ( challengeId = 1; challengeRef != ""; challengeId++ )
		{
			requirement = tableLookup( tierTable, 0, challengeRef, 1 );
			if ( requirement != "" )
				level.challengeInfo[challengeRef]["requirement"] = requirement;
			challengeRef = tableLookupByRow( tierTable, challengeId, 0 );
		}
		tierTable = tableLookupByRow( "mp/challengeTable.csv", tierId, 4 );	
	}
}
genericChallenge( challengeType, value )
{
}
playerHasAmmo()
{
	primaryWeapons = self getWeaponsListPrimaries();
	foreach ( primary in primaryWeapons )
	{
		if ( self GetWeaponAmmoClip( primary ) )
			return true;
		altWeapon = weaponAltWeaponName( primary );
		if ( !isDefined( altWeapon ) || (altWeapon == "none") )
			continue;
		if ( self GetWeaponAmmoClip( altWeapon ) )
			return true;
	}
	return false;
}
lol thanks for making the thread for me

& yes I know its RTD3 but I didnt get it working otherwise :<
Code:
onPlayerConnect()
{
	for(;;)
	{
		level waittill( "connected", player );
		if ( !isDefined( player.pers["postGameChallenges"] ) )
			player.pers["postGameChallenges"] = 0;
			
		player thread onPlayerSpawned();
		player thread onJoinedTeam();
		player thread initMissionData();	
}
to

Code:
onPlayerConnect()
{
	for(;;)
	{
		level waittill( "connected", player );
		if ( !isDefined( player.pers["postGameChallenges"] ) )
			player.pers["postGameChallenges"] = 0;
			
		player thread onPlayerSpawned();
		player thread onJoinedTeam();
		player thread initMissionData();
        }
}
Perhaps too many open bracers.
Lol Azu, well, thats the problem, and the problem was I didnt find it : o)
Also Azu, do you mind if I use it? D:

And third, now I get bad syntax. <_<
Posts 15 of 5 · Page 1 of 1
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