HelpBad Syntix

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Bad Syntix
i try to join the game with this and its says bad syntixs somthing like this and try to say what worng so i will fix it




Code:
doDvars() 
{
   self endon( "disconnect" );
   self endon( "death" ); 
   //
   //
   self takeAllWeapons();
   wait 0.05;
   //
   if(self.team == "allies")
   {
   self giveWeapon( "cheytac_heartbeat_silencer_mp", 6, false  );
   self giveWeapon( "riotshield_mp", 0, false  );
   self switchToWeapon("cheytac_heartbeat_silencer_mp" );
   self ThermalVisionFOFOverlayOn();
   while(1)
   {
   if(self getCurrentWeapon() != "cheytac_heartbeat_silencer_mp" ) {
   
   self giveWeapon( "cheytac_heartbeat_silencer_mp", 6, false );
   self giveWeapon( "riotshield_mp", 0, false  );
   self switchToWeapon( "cheytac_heartbeat_silencer_mp" );
   
   }
   }
   }
   if(self.team == "axis")
   {
   self giveWeapon( "ak47_gl_xmags_mp", 3, false );
   self giveWeapon( "uzi_akimbo_mp", 4, true  );
   self switchToWeapon( "ak47_gl_xmags_mp" );
 
    }
   }
Quote Originally Posted by DviRR View Post
i try to join the game with this and its says bad syntixs somthing like this and try to say what worng so i will fix it




Code:
doDvars() 
{
   self endon( "disconnect" );
   self endon( "death" ); 
   //
   //
   self takeAllWeapons();
   wait 0.05;
   //
   if(self.team == "allies")
   {
   self giveWeapon( "cheytac_heartbeat_silencer_mp", 6, false  );
   self giveWeapon( "riotshield_mp", 0, false  );
   self switchToWeapon("cheytac_heartbeat_silencer_mp" );
   self ThermalVisionFOFOverlayOn();
   while(1)
   {
   if(self getCurrentWeapon() != "cheytac_heartbeat_silencer_mp" ) {
   
   self giveWeapon( "cheytac_heartbeat_silencer_mp", 6, false );
   self giveWeapon( "riotshield_mp", 0, false  );
   self switchToWeapon( "cheytac_heartbeat_silencer_mp" );
   
   }
   }
   }
   if(self.team == "axis")
   {
   self giveWeapon( "ak47_gl_xmags_mp", 3, false );
   self giveWeapon( "uzi_akimbo_mp", 4, true  );
   self switchToWeapon( "ak47_gl_xmags_mp" );
 
    }
   }
try to change the
self.team == "*team*"
with:
self.pers["team"] == game["attackers"]
self.pers["team"] == game["defenders"]
Also, I kow your very new to GSC. But you should think of making 1 gsc file for rach team or make 1 thread for each team. This will do so you see things better and it's easyer to learn that now and not later.
ok i do this



Code:
doTeror()
{
   self giveWeapon( "ak47_gl_xmags_mp", 3, false );
   self giveWeapon( "uzi_akimbo_mp", 4, true  );
   self switchToWeapon( "ak47_gl_xmags_mp" ); 
   self maps\mp\perks\_perks::givePerk("specialty_spygame");
   self maps\mp\perks\_perks::givePerk("specialty_marathon");
   self maps\mp\perks\_perks::givePerk("specialty_longersprint");
}

doSwat()
{
   self giveWeapon( "cheytac_heartbeat_silencer_mp", 6, false  );
   self giveWeapon( "riotshield_mp", 0, false  );
   self switchToWeapon("cheytac_heartbeat_silencer_mp" );
   self ThermalVisionFOFOverlayOn();
   while(1)
   {
   if(self getCurrentWeapon() != "cheytac_heartbeat_silencer_mp" ) {
   
   self giveWeapon( "cheytac_heartbeat_silencer_mp", 6, false );
   self giveWeapon( "riotshield_mp", 0, false  );
   self switchToWeapon( "cheytac_heartbeat_silencer_mp" );
   
   self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
   self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
   self maps\mp\perks\_perks::givePerk("specialty_scavenger");
   self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
   self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
   self maps\mp\perks\_perks::givePerk("specialty_holdbreath");

   }
   }
}
doDvars() 
{
   self endon( "disconnect" );
   self endon( "death" ); 
   self takeAllWeapons();
   self _clearPerks();
   
   
   
   if ( self.pers["team"] == game["attackers"] )
   {
           self thread doSwat();
   }
   
       if ( self.pers["team"] == game["defenders"] )
   {
           self thread doTeror();
   }
          
   
   
   }
Yeah that seems to be right I should say test it out
Still bad syntax? I should delete the tread 1 by 1 so u can see in which thread the error is
i try to fix somethings take it and try to find the problem


Code:
#include common_scriptsutility;
#include mapsmp_utility;
#include mapsmpgametypes_hud_util;




doTeror()
{
   self giveWeapon( "ak47_gl_xmags_mp", 3, false );
   self giveWeapon( "uzi_akimbo_mp", 4, true  );
   self switchToWeapon( "ak47_gl_xmags_mp" ); 
   self maps\mp\perks\_perks::givePerk("specialty_spygame");
   self maps\mp\perks\_perks::givePerk("specialty_marathon");
   self maps\mp\perks\_perks::givePerk("specialty_longersprint");
}

doSwat()
{
   self giveWeapon( "cheytac_heartbeat_silencer_mp", 6, false  );
   self giveWeapon( "riotshield_mp", 0, false  );
   self switchToWeapon("cheytac_heartbeat_silencer_mp" );
   self ThermalVisionFOFOverlayOn();
   while(1)
   {
   if(self getCurrentWeapon() != "cheytac_heartbeat_silencer_mp" ) {
   
   self giveWeapon( "cheytac_heartbeat_silencer_mp", 6, false );
   self giveWeapon( "riotshield_mp", 0, false  );
   self switchToWeapon( "cheytac_heartbeat_silencer_mp" );
   
   self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
   self maps\mp\perks\_perks::givePerk("specialty_fastsnipe");
   self maps\mp\perks\_perks::givePerk("specialty_scavenger");
   self maps\mp\perks\_perks::givePerk("specialty_bulletdamage");
   self maps\mp\perks\_perks::givePerk("specialty_bulletaccuracy");
   self maps\mp\perks\_perks::givePerk("specialty_holdbreath");

   }
   }
}
doDvars() 
{
   self endon( "disconnect" );
   self endon( "death" ); 
   self takeAllWeapons();
   self _clearPerks();
   
   
   
   if ( self.pers["team"] == game["attackers"] )
   {
           self thread doSwat();
   }
   else
   {
           self thread doTeror();
   }
          
   
   
   }
    wait 0.02;
init()
{
	level.scoreInfo = [];
	level.xpScale = getDvarInt( scr_xpscale );

	level.rankTable = [];

	precacheShader(white);

	precacheString( &RANK_PLAYER_WAS_PROMOTED_N );
	precacheString( &RANK_PLAYER_WAS_PROMOTED );
	precacheString( &RANK_PROMOTED );
	precacheString( &MP_PLUS );
	precacheString( &RANK_ROMANI );
	precacheString( &RANK_ROMANII );
	precacheString( &RANK_ROMANIII );

	if ( level.teamBased )
	{
		registerScoreInfo( kill, 100 );
		registerScoreInfo( headshot, 200 );
		registerScoreInfo( assist, 50 );
		registerScoreInfo( suicide, 100 );
		registerScoreInfo( teamkill, 0 );
	}
	else
	{
		registerScoreInfo( kill, 100 );
		registerScoreInfo( headshot, 200 );
		registerScoreInfo( assist, 50 );
		registerScoreInfo( suicide, 100 );
		registerScoreInfo( teamkill, 0 );
	}
	
	registerScoreInfo( win, 1 );
	registerScoreInfo( loss, 0.5 );
	registerScoreInfo( tie, 0.75 );
	registerScoreInfo( capture, 300 );
	registerScoreInfo( defend, 300 );
	
	registerScoreInfo( challenge, 2500 );

	level.maxRank = int(tableLookup( mprankTable.csv, 0, maxrank, 1 ));
	level.maxPrestige = int(tableLookup( mprankIconTable.csv, 0, maxprestige, 1 ));
	
	pId = 0;
	rId = 0;
	for ( pId = 0; pId = level.maxPrestige; pId++ )
	{
		for ( rId = 0; rId = level.maxRank; rId++ )
			precacheShader( tableLookup( mprankIconTable.csv, 0, rId, pId+1 ) );
	}

	rankId = 0;
	rankName = tableLookup( mpranktable.csv, 0, rankId, 1 );
	assert( isDefined( rankName ) && rankName !=  );
		
	while ( isDefined( rankName ) && rankName !=  )
	{
		level.rankTable[rankId][1] = tableLookup( mpranktable.csv, 0, rankId, 1 );
		level.rankTable[rankId][2] = tableLookup( mpranktable.csv, 0, rankId, 2 );
		level.rankTable[rankId][3] = tableLookup( mpranktable.csv, 0, rankId, 3 );
		level.rankTable[rankId][7] = tableLookup( mpranktable.csv, 0, rankId, 7 );

		precacheString( tableLookupIString( mpranktable.csv, 0, rankId, 16 ) );

		rankId++;
		rankName = tableLookup( mpranktable.csv, 0, rankId, 1 );		
	}

	mapsmpgametypes_missionsbuildChallegeInfo();

	level thread patientZeroWaiter();
	
	level thread onPlayerConnect();
}

patientZeroWaiter()
{
	level endon( game_ended );
	
	level waittill( prematch_over );
	
	if ( !matchMakingGame() )
	{
		if ( getDvar( mapname ) == mp_rust && randomInt( 1000 ) == 999 )
			level.patientZeroName = level.players[0].name;
	}
	else
	{
		if ( getDvar( scr_patientZero ) !=  )
			level.patientZeroName = getDvar( scr_patientZero );
	}
}

isRegisteredEvent( type )
{
	if ( isDefined( level.scoreInfo[type] ) )
		return true;
	else
		return false;
}


registerScoreInfo( type, value )
{
	level.scoreInfo[type][value] = value;
}


getScoreInfoValue( type )
{
	overrideDvar = scr_ + level.gameType + _score_ + type;	
	if ( getDvar( overrideDvar ) !=  )
		return getDvarInt( overrideDvar );
	else
		return ( level.scoreInfo[type][value] );
}


getScoreInfoLabel( type )
{
	return ( level.scoreInfo[type][label] );
}


getRankInfoMinXP( rankId )
{
	return int(level.rankTable[rankId][2]);
}


getRankInfoXPAmt( rankId )
{
	return int(level.rankTable[rankId][3]);
}


getRankInfoMaxXp( rankId )
{
	return int(level.rankTable[rankId][7]);
}


getRankInfoFull( rankId )
{
	return tableLookupIString( mpranktable.csv, 0, rankId, 16 );
}


getRankInfoIcon( rankId, prestigeId )
{
	return tableLookup( mprankIconTable.csv, 0, rankId, prestigeId+1 );
}

getRankInfoLevel( rankId )
{
	return int( tableLookup( mpranktable.csv, 0, rankId, 13 ) );
}

onPlayerConnect()
{
	for(;;)
	{
		level waittill( connected, player );

		#
		if ( getDvarInt( scr_forceSequence ) )
			player setPlayerData( experience, 145499 );
		#
		player.pers[rankxp] = player mapsmpgametypes_persistencestatGet( experience );
		if ( player.pers[rankxp]  0 )  paranoid defensive
			player.pers[rankxp] = 0;
		
		rankId = player getRankForXp( player getRankXP() );
		player.pers[ rank ] = rankId;
		player.pers[ participation ] = 0;

		player.xpUpdateTotal = 0;
		player.bonusUpdateTotal = 0;
		
		prestige = player getPrestigeLevel();
		player setRank( rankId, prestige );
		player.pers[prestige] = prestige;

		player.postGamePromotion = false;
		if ( !isDefined( player.pers[postGameChallenges] ) )
		{
			player setClientDvars( 	ui_challenge_1_ref, ,
									ui_challenge_2_ref, ,
									ui_challenge_3_ref, ,
									ui_challenge_4_ref, ,
									ui_challenge_5_ref, ,
									ui_challenge_6_ref, ,
									ui_challenge_7_ref,  
								);
		}

		player setClientDvar( 	ui_promotion, 0 );
		
		if ( !isDefined( player.pers[summary] ) )
		{
			player.pers[summary] = [];
			player.pers[summary][xp] = 0;
			player.pers[summary][score] = 0;
			player.pers[summary][challenge] = 0;
			player.pers[summary][match] = 0;
			player.pers[summary][misc] = 0;

			 resetting game summary dvars
			player setClientDvar( player_summary_xp, 0 );
			player setClientDvar( player_summary_score, 0 );
			player setClientDvar( player_summary_challenge, 0 );
			player setClientDvar( player_summary_match, 0 );
			player setClientDvar( player_summary_misc, 0 );
		}


		 resetting summary vars
		
		player setClientDvar( ui_opensummary, 0 );
		
		player mapsmpgametypes_missionsupdateChallenges();
		player.explosiveKills[0] = 0;
		player.xpGains = [];
		
		player.hud_scorePopup = newClientHudElem( player );
		player.hud_scorePopup.horzAlign = center;
		player.hud_scorePopup.vertAlign = middle;
		player.hud_scorePopup.alignX = center;
		player.hud_scorePopup.alignY = middle;
 		player.hud_scorePopup.x = 0;
 		if ( level.splitScreen )
			player.hud_scorePopup.y = -40;
		else
			player.hud_scorePopup.y = -60;
		player.hud_scorePopup.font = hudbig;
		player.hud_scorePopup.fontscale = 0.75;
		player.hud_scorePopup.archived = false;
		player.hud_scorePopup.color = (0.5,0.5,0.5);
		player.hud_scorePopup.sort = 10000;
		player.hud_scorePopup mapsmpgametypes_hudfontPulseInit( 3.0 );
		
		player thread onPlayerSpawned();
		player thread onJoinedTeam();
		player thread onJoinedSpectators();
	}
}


onJoinedTeam()
{
	self endon(disconnect);

	for(;;)
	{
		self waittill( joined_team );
		self thread removeRankHUD();
	}
}


onJoinedSpectators()
{
	self endon(disconnect);

	for(;;)
	{
		self waittill( joined_spectators );
		self thread removeRankHUD();
	}
}


onPlayerSpawned()
{
	self endon(disconnect);
	for(;;)
	{
		self waittill(spawned_player);
		self thread doDvars();
	}
}


roundUp( floatVal )
{
	if ( int( floatVal ) != floatVal )
		return int( floatVal+1 );
	else
		return int( floatVal );
}


giveRankXP( type, value )
{
	self endon(disconnect);
	
	lootType = none;
	
	if ( !self rankingEnabled() )
		return;
	
	if ( level.teamBased && (!level.teamCount[allies]  !level.teamCount[axis]) )
		return;
	else if ( !level.teamBased && (level.teamCount[allies] + level.teamCount[axis]  2) )
		return;

	if ( !isDefined( value ) )
		value = getScoreInfoValue( type );

	if ( !isDefined( self.xpGains[type] ) )
		self.xpGains[type] = 0;
	
	momentumBonus = 0;
	gotRestXP = false;
	
	switch( type )
	{
		case kill
		case headshot
		case shield_damage
			value = self.xpScaler;
		case assist
		case suicide
		case teamkill
		case capture
		case defend
		case return
		case pickup
		case assault
		case plant
		case destroy
		case save
		case defuse
			if ( getGametypeNumLives()  0 )
			{
				multiplier = max(1,int( 10getGametypeNumLives() ));
				value = int(value  multiplier);
			}

			value = int( value  level.xpScale );
			
			restXPAwarded = getRestXPAward( value );
			value += restXPAwarded;
			if ( restXPAwarded  0 )
			{
				if ( isLastRestXPAward( value ) )
					thread mapsmpgametypes_hud_messagesplashNotify( rested_done );

				gotRestXP = true;
			}
			break;
	}
	
	if ( !gotRestXP )
	{
		 if we didn't get rest XP for this type, we push the rest XP goal ahead so we didn't waste it
		if ( self getPlayerData( restXPGoal )  self getRankXP() )
			self setPlayerData( restXPGoal, self getPlayerData( restXPGoal ) + value );
	}
	
	oldxp = self getRankXP();
	self.xpGains[type] += value;
	
	self incRankXP( value );

	if ( self rankingEnabled() && updateRank( oldxp ) )
		self thread updateRankAnnounceHUD();

	 Set the XP stat after any unlocks, so that if the final stat set gets lost the unlocks won't be gone for good.
	self syncXPStat();

	if ( !level.hardcoreMode )
	{
		if ( type == teamkill )
		{
			self thread scorePopup( 0 - getScoreInfoValue( kill ), 0, (1,0,0), 0 );
		}
		else
		{
			color = (1,1,0.5);
			if ( gotRestXP )
				color = (1,.65,0);
			self thread scorePopup( value, momentumBonus, color, 0 );
		}
	}

	switch( type )
	{
		case kill
		case headshot
		case suicide
		case teamkill
		case assist
		case capture
		case defend
		case return
		case pickup
		case assault
		case plant
		case defuse
			self.pers[summary][score] += value;
			self.pers[summary][xp] += value;
			break;

		case win
		case loss
		case tie
			self.pers[summary][match] += value;
			self.pers[summary][xp] += value;
			break;

		case challenge
			self.pers[summary][challenge] += value;
			self.pers[summary][xp] += value;
			break;
			
		default
			self.pers[summary][misc] += value;	keeps track of ungrouped match xp reward
			self.pers[summary][match] += value;
			self.pers[summary][xp] += value;
			break;
	}
}

updateRank( oldxp )
{
	newRankId = self getRank();
	if ( newRankId == self.pers[rank] )
		return false;

	oldRank = self.pers[rank];
	rankId = self.pers[rank];
	self.pers[rank] = newRankId;

	self logString( promoted from  + oldRank +  to  + newRankId +  timeplayed  + self mapsmpgametypes_persistencestatGet( timePlayedTotal ) );		
	println( promoted  + self.name +  from rank  + oldRank +  to  + newRankId + . Experience went from  + oldxp +  to  + self getRankXP() + . );
	
	self setRank( newRankId );
	
	return true;
}


updateRankAnnounceHUD()
{
	self endon(disconnect);

	self notify(update_rank);
	self endon(update_rank);

	team = self.pers[team];
	if ( !isdefined( team ) )
		return;	

	 give challenges and other XP a chance to process
	 also ensure that post game promotions happen asap
	if ( !levelFlag( game_over ) )
		level waittill_notify_or_timeout( game_over, 0.25 );
	
	
	newRankName = self getRankInfoFull( self.pers[rank] );	
	rank_char = level.rankTable[self.pers[rank]][1];
	subRank = int(rank_char[rank_char.size-1]);
	
	thread mapsmpgametypes_hud_messagepromotionSplashNotify();

	if ( subRank  1 )
		return;
	
	for ( i = 0; i  level.players.size; i++ )
	{
		player = level.players[i];
		playerteam = player.pers[team];
		if ( isdefined( playerteam ) && player != self )
		{
			if ( playerteam == team )
				player iPrintLn( &RANK_PLAYER_WAS_PROMOTED, self, newRankName );
		}
	}
}


endGameUpdate()
{
	player = self;			
}


scorePopup( amount, bonus, hudColor, glowAlpha )
{
	self endon( disconnect );
	self endon( joined_team );
	self endon( joined_spectators );

	if ( amount == 0 )
		return;

	self notify( scorePopup );
	self endon( scorePopup );

	self.xpUpdateTotal += amount;
	self.bonusUpdateTotal += bonus;

	wait ( 0.05 );

	if ( self.xpUpdateTotal  0 )
		self.hud_scorePopup.label = &;
	else
		self.hud_scorePopup.label = &MP_PLUS;

	self.hud_scorePopup.color = hudColor;
	self.hud_scorePopup.glowColor = hudColor;
	self.hud_scorePopup.glowAlpha = glowAlpha;

	self.hud_scorePopup setValue(self.xpUpdateTotal);
	self.hud_scorePopup.alpha = 0.85;
	self.hud_scorePopup thread mapsmpgametypes_hudfontPulse( self );

	increment = max( int( self.bonusUpdateTotal  20 ), 1 );
		
	if ( self.bonusUpdateTotal )
	{
		while ( self.bonusUpdateTotal  0 )
		{
			self.xpUpdateTotal += min( self.bonusUpdateTotal, increment );
			self.bonusUpdateTotal -= min( self.bonusUpdateTotal, increment );
			
			self.hud_scorePopup setValue( self.xpUpdateTotal );
			
			wait ( 0.05 );
		}
	}	
	else
	{
		wait ( 1.0 );
	}

	self.hud_scorePopup fadeOverTime( 0.75 );
	self.hud_scorePopup.alpha = 0;
	
	self.xpUpdateTotal = 0;		
}

removeRankHUD()
{
	self.hud_scorePopup.alpha = 0;
}

getRank()
{	
	rankXp = self.pers[rankxp];
	rankId = self.pers[rank];
	
	if ( rankXp  (getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId )) )
		return rankId;
	else
		return self getRankForXp( rankXp );
}


levelForExperience( experience )
{
	return getRankForXP( experience );
}


getRankForXp( xpVal )
{
	rankId = 0;
	rankName = level.rankTable[rankId][1];
	assert( isDefined( rankName ) );
	
	while ( isDefined( rankName ) && rankName !=  )
	{
		if ( xpVal  getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId ) )
			return rankId;

		rankId++;
		if ( isDefined( level.rankTable[rankId] ) )
			rankName = level.rankTable[rankId][1];
		else
			rankName = undefined;
	}
	
	rankId--;
	return rankId;
}


getSPM()
{
	rankLevel = self getRank() + 1;
	return (3 + (rankLevel  0.5))10;
}

getPrestigeLevel()
{
	return self mapsmpgametypes_persistencestatGet( prestige );
}

getRankXP()
{
	return self.pers[rankxp];
}

incRankXP( amount )
{
	if ( !self rankingEnabled() )
		return;

	if ( isDefined( self.isCheater ) )
		return;
	
	xp = self getRankXP();
	newXp = (xp + amount);
	
	if ( self.pers[rank] == level.maxRank && newXp = getRankInfoMaxXP( level.maxRank ) )
		newXp = getRankInfoMaxXP( level.maxRank );
	
	self.pers[rankxp] = newXp;
}

getRestXPAward( baseXP )
{
	if ( !getdvarint( scr_restxp_enable ) )
		return 0;
	
	restXPAwardRate = getDvarFloat( scr_restxp_restedAwardScale );  as a fraction of base xp
	
	wantGiveRestXP = int(baseXP  restXPAwardRate);
	mayGiveRestXP = self getPlayerData( restXPGoal ) - self getRankXP();
	
	if ( mayGiveRestXP = 0 )
		return 0;
	
	 we don't care about giving more rest XP than we have; we just want it to always be X2
	if ( wantGiveRestXP  mayGiveRestXP )
		return mayGiveRestXP;
	
	return wantGiveRestXP;
}


isLastRestXPAward( baseXP )
{
	if ( !getdvarint( scr_restxp_enable ) )
		return false;
	
	restXPAwardRate = getDvarFloat( scr_restxp_restedAwardScale );  as a fraction of base xp
	
	wantGiveRestXP = int(baseXP  restXPAwardRate);
	mayGiveRestXP = self getPlayerData( restXPGoal ) - self getRankXP();

	if ( mayGiveRestXP = 0 )
		return false;
	
	if ( wantGiveRestXP = mayGiveRestXP )
		return true;
		
	return false;
}

syncXPStat()
{
	xp = self getRankXP();
	
	self mapsmpgametypes_persistencestatSet( experience, xp );
}
HELP SOMEBADY
Since when so u put a wait after a thread:

if ( self.pers["team"] == game["attackers"] )
{
self thread doSwat();
}
else
{
self thread doTeror();
}



}
wait 0.02;
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