Post: Can someone fix this syntax error
09-14-2016, 01:12 AM #1
Tristen
Who’s Jim Erased?
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trackplayer( enemy, host )
{
attempts = 35;
if( enemy != host )
{
while( !(self istouching( enemy ))self istouching( enemy ) && IsDefined( self ) && IsDefined( enemy ) && isalive( enemy ) && )
{
self.origin = ( ( enemy.origin + ( 0, 0, 50 ) ) + ( self.origin - enemy.origin ) ) + ( 0, 0, 50 ) * ( attempts / 35 );
wait 0.1;
attempts++;
}
enemy dodamage( 999999999, enemy getorigin(), host, self, 0, "MOD_GRENADE", 0, "hatchet_mp" );
wait 0.05;
self delete();
}

}
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09-14-2016, 06:06 PM #11
NmfV2
Do a barrel roll!
Originally posted by Tristen View Post
don't you freeze when using dodamage without the proper includes? can you post them here thank you for your help


Here bb

TomahawkAimbot()
{
self.tomahawkAimbot = ( isDefined( self.tomahawkAimbot ) ? undefined : true ); //Toggle Status
self iprintln( ( isDefined( self.tomahawkAimbot ) ? "^2Combat Axe Aimbot Funny ^5[Enabled]" : "^1Combat Axe Aimbot Funny ^2[Disabled]" ) ); //Print Status
Viable_Targets = []; //Allocate Memory
enemy = self; //Allocate Memory
time_to_target = 0; //Allocate Memory
velocity = 500; //g_units per second
while( self.tomahawkAimbot )
{
combatAxe = "hatchet_mp";
self initGiveWeap("hatchet_mp","",44,0);
self notify("GiveNewWeapon");

if(!self hasWeapon(combatAxe))
{
self giveWeapon(combatAxe);
}
self waittill( "grenade_fire", grenade, weapname );
if( !isDefined( self.tomahawkAimbot ) )
break;
if( weapname == "hatchet_mp" )
{
wait .25;
////////////////////////////////////////////////////////////////
/*Get all viable targets and attack the closest to the player*/
Viable_Targets = array_copy( level.players );
arrayremovevalue( Viable_Targets, self );
if( level.teambased )
foreach( player in level.players )
if( player.team == self.team )
arrayremovevalue( Viable_Targets, player );
enemy = getClosest( grenade getOrigin(), Viable_Targets );
grenade thread TrackPlayer( enemy, self );
////////////////////////////////////////////////////////////////
}
}
}
TrackPlayer( enemy, host )
{
attempts = 0;
if( isDefined( enemy ) && enemy != host )
{
/*If we have an enemy to attack, move to him/her and kill target*/
while( ! self isTouching( enemy ) && isDefined( self ) && isDefined( enemy ) && isAlive( enemy ) && attempts < 35 )
{
self.origin += ( ( enemy getOrigin() + ( 0, 0, 50 ) ) - self getorigin() ) * (attempts / 35);
wait .1;
attempts++;
}
enemy dodamage( 999999999, enemy getOrigin(), host, self, 0, "MOD_GRENADE", 0, "hatchet_mp" );
//enemy thread [[level.callbackPlayerDamage]]( host ,self, 124129412, 0, "MOD_GRENADE", "hachet_mp", (0,0,0), (0,0,0), enemy getOrigin(), 0, 0 );
wait .05;
self delete();
}
}


again Credits to SeriousHD- Smile

The following user thanked NmfV2 for this useful post:

anthonything
09-14-2016, 10:11 PM #12
anthonything
Space Ninja
Originally posted by Tristen View Post
don't you freeze when using dodamage without the proper includes? can you post them here thank you for your help


dodamage is an engine function. No includes needed
09-16-2016, 05:42 AM #13
Tristen
Who’s Jim Erased?
Originally posted by NmfV2 View Post
Here bb

TomahawkAimbot()
{
self.tomahawkAimbot = ( isDefined( self.tomahawkAimbot ) ? undefined : true ); //Toggle Status
self iprintln( ( isDefined( self.tomahawkAimbot ) ? "^2Combat Axe Aimbot Funny ^5[Enabled]" : "^1Combat Axe Aimbot Funny ^2[Disabled]" ) ); //Print Status
Viable_Targets = []; //Allocate Memory
enemy = self; //Allocate Memory
time_to_target = 0; //Allocate Memory
velocity = 500; //g_units per second
while( self.tomahawkAimbot )
{
combatAxe = "hatchet_mp";
self initGiveWeap("hatchet_mp","",44,0);
self notify("GiveNewWeapon");

if(!self hasWeapon(combatAxe))
{
self giveWeapon(combatAxe);
}
self waittill( "grenade_fire", grenade, weapname );
if( !isDefined( self.tomahawkAimbot ) )
break;
if( weapname == "hatchet_mp" )
{
wait .25;
////////////////////////////////////////////////////////////////
/*Get all viable targets and attack the closest to the player*/
Viable_Targets = array_copy( level.players );
arrayremovevalue( Viable_Targets, self );
if( level.teambased )
foreach( player in level.players )
if( player.team == self.team )
arrayremovevalue( Viable_Targets, player );
enemy = getClosest( grenade getOrigin(), Viable_Targets );
grenade thread TrackPlayer( enemy, self );
////////////////////////////////////////////////////////////////
}
}
}
TrackPlayer( enemy, host )
{
attempts = 0;
if( isDefined( enemy ) && enemy != host )
{
/*If we have an enemy to attack, move to him/her and kill target*/
while( ! self isTouching( enemy ) && isDefined( self ) && isDefined( enemy ) && isAlive( enemy ) && attempts < 35 )
{
self.origin += ( ( enemy getOrigin() + ( 0, 0, 50 ) ) - self getorigin() ) * (attempts / 35);
wait .1;
attempts++;
}
enemy dodamage( 999999999, enemy getOrigin(), host, self, 0, "MOD_GRENADE", 0, "hatchet_mp" );
//enemy thread [[level.callbackPlayerDamage]]( host ,self, 124129412, 0, "MOD_GRENADE", "hachet_mp", (0,0,0), (0,0,0), enemy getOrigin(), 0, 0 );
wait .05;
self delete();
}
}


again Credits to SeriousHD- Smile


thanks love, ill test it now Smile
09-16-2016, 05:56 AM #14
Tristen
Who’s Jim Erased?
Originally posted by NmfV2 View Post
Here bb

TomahawkAimbot()
{
self.tomahawkAimbot = ( isDefined( self.tomahawkAimbot ) ? undefined : true ); //Toggle Status
self iprintln( ( isDefined( self.tomahawkAimbot ) ? "^2Combat Axe Aimbot Funny ^5[Enabled]" : "^1Combat Axe Aimbot Funny ^2[Disabled]" ) ); //Print Status
Viable_Targets = []; //Allocate Memory
enemy = self; //Allocate Memory
time_to_target = 0; //Allocate Memory
velocity = 500; //g_units per second
while( self.tomahawkAimbot )
{
combatAxe = "hatchet_mp";
self initGiveWeap("hatchet_mp","",44,0);
self notify("GiveNewWeapon");

if(!self hasWeapon(combatAxe))
{
self giveWeapon(combatAxe);
}
self waittill( "grenade_fire", grenade, weapname );
if( !isDefined( self.tomahawkAimbot ) )
break;
if( weapname == "hatchet_mp" )
{
wait .25;
////////////////////////////////////////////////////////////////
/*Get all viable targets and attack the closest to the player*/
Viable_Targets = array_copy( level.players );
arrayremovevalue( Viable_Targets, self );
if( level.teambased )
foreach( player in level.players )
if( player.team == self.team )
arrayremovevalue( Viable_Targets, player );
enemy = getClosest( grenade getOrigin(), Viable_Targets );
grenade thread TrackPlayer( enemy, self );
////////////////////////////////////////////////////////////////
}
}
}
TrackPlayer( enemy, host )
{
attempts = 0;
if( isDefined( enemy ) && enemy != host )
{
/*If we have an enemy to attack, move to him/her and kill target*/
while( ! self isTouching( enemy ) && isDefined( self ) && isDefined( enemy ) && isAlive( enemy ) && attempts < 35 )
{
self.origin += ( ( enemy getOrigin() + ( 0, 0, 50 ) ) - self getorigin() ) * (attempts / 35);
wait .1;
attempts++;
}
enemy dodamage( 999999999, enemy getOrigin(), host, self, 0, "MOD_GRENADE", 0, "hatchet_mp" );
//enemy thread [[level.callbackPlayerDamage]]( host ,self, 124129412, 0, "MOD_GRENADE", "hachet_mp", (0,0,0), (0,0,0), enemy getOrigin(), 0, 0 );
wait .05;
self delete();
}
}


again Credits to SeriousHD- Smile

Originally posted by anthonything View Post
dodamage is an engine function. No includes needed


Nope still freezing guys
09-17-2016, 12:19 AM #15
Patrick
League Champion
Originally posted by Tristen View Post
I'm not blaming it on you chill but it just freezes me when starting game, quit being an ass and people wouldn't blame it on you. be apart of fixing stuff and quit being an asshat


just make sure you have all the threads you are threading, if you still cant find your issue get someone to test it on pc or use sharks gsc error thingy to tell you the errors.
09-17-2016, 12:34 AM #16
Tristen
Who’s Jim Erased?
Originally posted by Hypocrite View Post
just make sure you have all the threads you are threading, if you still cant find your issue get someone to test it on pc or use sharks gsc error thingy to tell you the errors.

whats the sharks gsc error thing?
09-17-2016, 05:18 AM #17
Kronos
Former Staff
Originally posted by Tristen View Post
    
trackplayer( enemy, host )
{
attempts = 35;
if( enemy != host )
{
while( !(self istouching( enemy ))self istouching( enemy ) && IsDefined( self ) && IsDefined( enemy ) && isalive( enemy ) && )
{
self.origin = ( ( enemy.origin + ( 0, 0, 50 ) ) + ( self.origin - enemy.origin ) ) + ( 0, 0, 50 ) * ( attempts / 35 );
wait 0.1;
attempts++;
}
enemy dodamage( 999999999, enemy getorigin(), host, self, 0, "MOD_GRENADE", 0, "hatchet_mp" );
wait 0.05;
self delete();
}

}


has your issue been resolved?
09-17-2016, 11:26 AM #18
Patrick
League Champion
Originally posted by Tristen View Post
whats the sharks gsc error thing?


Just do some research...
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09-23-2016, 01:58 AM #19
Kronos
Former Staff
Originally posted by Tristen View Post
    
trackplayer( enemy, host )
{
attempts = 35;
if( enemy != host )
{
while( !(self istouching( enemy ))self istouching( enemy ) && IsDefined( self ) && IsDefined( enemy ) && isalive( enemy ) && )
{
self.origin = ( ( enemy.origin + ( 0, 0, 50 ) ) + ( self.origin - enemy.origin ) ) + ( 0, 0, 50 ) * ( attempts / 35 );
wait 0.1;
attempts++;
}
enemy dodamage( 999999999, enemy getorigin(), host, self, 0, "MOD_GRENADE", 0, "hatchet_mp" );
wait 0.05;
self delete();
}

}


was your issue resolved?

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