03-09-2015, 11:12 PM #1
jackwilburn
Bounty hunter
(adsbygoogle = window.adsbygoogle || []).push({}); Okay, I try to inject a code which is 33 lines. I wait a hour and it still says "compilation". What in the serious F*CK.
(adsbygoogle = window.adsbygoogle || []).push({});
03-09-2015, 11:56 PM #2
Im_YouViolateMe
NextGenUpdate Elite
There are a few reasons why:


  1. Terrible internet
  2. Error while compiling
  3. Slow computer/laptop
03-10-2015, 12:07 AM #3
jackwilburn
Bounty hunter
Okay It was working just yesterday (I even redid my computer to try to fix it)
Here is what im injecting
/*
* Black Ops 2 - GSC Studio by iMCSx
*
* Creator : Tisha
* Project : rdc
* Mode : Multiplayer
* Date : 2015/03/08 - 22:26:21
*
*/

#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;

init()
{
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}

onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;Winky Winky
{
self waittill("spawned_player");

// Will appear each time when the player spawn, that's just an exemple.
self iprintln("Black Ops 2 - GSC Studio | Project : ^2test");
}
}
03-10-2015, 12:53 AM #4
Im_YouViolateMe
NextGenUpdate Elite
Originally posted by jackwilburn View Post
Okay It was working just yesterday (I even redid my computer to try to fix it)
Here is what im injecting
/*
* Black Ops 2 - GSC Studio by iMCSx
*
* Creator : Tisha
* Project : rdc
* Mode : Multiplayer
* Date : 2015/03/08 - 22:26:21
*
*/

#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;

init()
{
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}

onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;Winky Winky
{
self waittill("spawned_player");

// Will appear each time when the player spawn, that's just an exemple.
self iprintln("Black Ops 2 - GSC Studio | Project : ^2test");
}
}


Syntax errors wouldn't cause GSC Studio to compile slowly.
03-10-2015, 05:18 PM #5
kiwi_modz
I defeated!
Originally posted by jackwilburn View Post
Okay It was working just yesterday (I even redid my computer to try to fix it)
Here is what im injecting
/*
* Black Ops 2 - GSC Studio by iMCSx
*
* Creator : Tisha
* Project : rdc
* Mode : Multiplayer
* Date : 2015/03/08 - 22:26:21
*
*/

#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;

init()
{
level thread onPlayerConnect();
}

onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}

onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;Winky Winky
{
self waittill("spawned_player");

// Will appear each time when the player spawn, that's just an exemple.
self iprintln("Black Ops 2 - GSC Studio | Project : ^2test");
}
}


You know you don't have to use the studio to compile gsc... Go old school. Text file style. It's really not hard.

The following user thanked kiwi_modz for this useful post:

jackwilburn

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