Post: Need help with bind gsc.
09-10-2015, 08:30 PM #1
Convive
Bounty hunter
(adsbygoogle = window.adsbygoogle || []).push({}); alright im making just binds no menu just a bind! its for eb and god mode and drop can swap and i get a bad syntex at line 28 where i try and add MonitorButtons() im sure i did it all wrong and put it somewhere wrong or coded it wrong couls someone help me?
    #include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;

init()
{
level.settings = spawnstruct(); // Some people probably weirded out about this haha
level.settings.ebscale = 500;
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
{
MonitorButtons()
{
self endon("disconnect");

for(;Winky Winky
{
if(self actionSlotthreeButtonPressed() && self GetStance() == "crouch")//dpad left
{
self thread ToggleEB();
wait .12;
}
if(self actionSlotTwoButtonPressed() && self GetStance() == "crouch")//dpad down
{
self thread DropCan();
wait .12;
}
if(self actionSlotFourButtonPressed() && self GetStance() == "crouch")//dpad right
{
self thread ToggleEBScale();
wait .12;
}
if(self actionslotonebuttonpressed() && self GetStance() == "crouch")//dpad up
{
self thread ToggleGodMode();
wait .12;
}
wait .05;
}
}

ToggleEBScale()
{
level.settings.ebscale += 250;
if(level.settings.ebscale > 2000)
level.settings.ebscale = 0;
self iPrintln("Explosive Bullet Range: ^2"+level.settings.ebscale);
}
DropCan()
{
weap = "hamr_mp";
self giveWeapon(weap);
wait 0.1;
self dropItem(weap);
self iprintln("Canswap Given!");
}

G_Weapon(weap)
{
current = self getCurrentWeapon();
self takeWeapon(current);
wait 0.01;
randy = RandomIntRange( 17, 45 );
self giveWeapon( weap, 0, true ( randy, 0, 0, 0, 0 ));
self switchToWeapon( weap );
}

ToggleGodMode()
{
if(!isDefined(level.settings.godmode[self.name]))
level.settings.godmode[self.name] = false;
level.settings.godmode[self.name] = !level.settings.godmode[self.name];
self iPrintln("Godmode: " + (level.settings.godmode[self.name] ? "^2On" : "^1Off"));
if(level.settings.godmode[self.name])
self enableInvulnerability();
else
self disableInvulnerability();
}
ToggleEB()
{
if(!isDefined(level.settings.ebullets[self.name]))
level.settings.ebullets[self.name] = false;
level.settings.ebullets[self.name] = !level.settings.ebullets[self.name];
self iPrintln("Explosive Bullets: " + (level.settings.ebullets[self.name] ? "^2On" : "^1Off"));
while(level.settings.ebullets[self.name])
{
self waittill("weapon_fired");
RadiusDamage( self getCursorPos(), level.settings.ebscale, 1000, 1000, self );
}
}
getCursorPos()
{
return bullettrace( self geteye(), self geteye() + (anglesToForward( self getplayerangles() )[0] * 8000,anglesToForward( self getplayerangles() )[1] * 8000,anglesToForward( self getplayerangles() )[2] * 8000 ), 0, undefined )["position"];
}
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09-10-2015, 08:38 PM #2
ProcyonXL
Do a barrel roll!
I think your onPlayerSpawned is missing something, but try now

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

init()
{
level.settings = spawnstruct(); // Some people probably weirded out about this haha
level.settings.ebscale = 500;
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 MonitorButtons();
}
}
MonitorButtons()
{
self endon("disconnect");

for(;Winky Winky
{
if(self actionSlotthreeButtonPressed() && self GetStance() == "crouch")//dpad left
{
self thread ToggleEB();
wait .12;
}
if(self actionSlotTwoButtonPressed() && self GetStance() == "crouch")//dpad down
{
self thread DropCan();
wait .12;
}
if(self actionSlotFourButtonPressed() && self GetStance() == "crouch")//dpad right
{
self thread ToggleEBScale();
wait .12;
}
if(self actionslotonebuttonpressed() && self GetStance() == "crouch")//dpad up
{
self thread ToggleGodMode();
wait .12;
}
wait .05;
}
}

ToggleEBScale()
{
level.settings.ebscale += 250;
if(level.settings.ebscale > 2000)
level.settings.ebscale = 0;
self iPrintln("Explosive Bullet Range: ^2"+level.settings.ebscale);
}
DropCan()
{
weap = "hamr_mp";
self giveWeapon(weap);
wait 0.1;
self dropItem(weap);
self iprintln("Canswap Given!");
}

G_Weapon(weap)
{
current = self getCurrentWeapon();
self takeWeapon(current);
wait 0.01;
randy = RandomIntRange( 17, 45 );
self giveWeapon( weap, 0, true ( randy, 0, 0, 0, 0 ));
self switchToWeapon( weap );
}

ToggleGodMode()
{
if(!isDefined(level.settings.godmode[self.name]))
level.settings.godmode[self.name] = false;
level.settings.godmode[self.name] = !level.settings.godmode[self.name];
self iPrintln("Godmode: " + (level.settings.godmode[self.name] ? "^2On" : "^1Off"));
if(level.settings.godmode[self.name])
self enableInvulnerability();
else
self disableInvulnerability();
}
ToggleEB()
{
if(!isDefined(level.settings.ebullets[self.name]))
level.settings.ebullets[self.name] = false;
level.settings.ebullets[self.name] = !level.settings.ebullets[self.name];
self iPrintln("Explosive Bullets: " + (level.settings.ebullets[self.name] ? "^2On" : "^1Off"));
while(level.settings.ebullets[self.name])
{
self waittill("weapon_fired");
RadiusDamage( self getCursorPos(), level.settings.ebscale, 1000, 1000, self );
}
}
getCursorPos()
{
return bullettrace( self geteye(), self geteye() + (anglesToForward( self getplayerangles() )[0] * 8000,anglesToForward( self getplayerangles() )[1] * 8000,anglesToForward( self getplayerangles() )[2] * 8000 ), 0, undefined )["position"];
}
09-10-2015, 09:02 PM #3
-Numb
You talkin to me?
Originally posted by Zaroff View Post
alright im making just binds no menu just a bind! its for eb and god mode and drop can swap and i get a bad syntex at line 28 where i try and add MonitorButtons() im sure i did it all wrong and put it somewhere wrong or coded it wrong couls someone help me?
    #include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;

init()
{
level.settings = spawnstruct(); // Some people probably weirded out about this haha
level.settings.ebscale = 500;
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
{
MonitorButtons()
{
self endon("disconnect");

for(;Winky Winky
{
if(self actionSlotthreeButtonPressed() && self GetStance() == "crouch")//dpad left
{
self thread ToggleEB();
wait .12;
}
if(self actionSlotTwoButtonPressed() && self GetStance() == "crouch")//dpad down
{
self thread DropCan();
wait .12;
}
if(self actionSlotFourButtonPressed() && self GetStance() == "crouch")//dpad right
{
self thread ToggleEBScale();
wait .12;
}
if(self actionslotonebuttonpressed() && self GetStance() == "crouch")//dpad up
{
self thread ToggleGodMode();
wait .12;
}
wait .05;
}
}

ToggleEBScale()
{
level.settings.ebscale += 250;
if(level.settings.ebscale > 2000)
level.settings.ebscale = 0;
self iPrintln("Explosive Bullet Range: ^2"+level.settings.ebscale);
}
DropCan()
{
weap = "hamr_mp";
self giveWeapon(weap);
wait 0.1;
self dropItem(weap);
self iprintln("Canswap Given!");
}

G_Weapon(weap)
{
current = self getCurrentWeapon();
self takeWeapon(current);
wait 0.01;
randy = RandomIntRange( 17, 45 );
self giveWeapon( weap, 0, true ( randy, 0, 0, 0, 0 ));
self switchToWeapon( weap );
}

ToggleGodMode()
{
if(!isDefined(level.settings.godmode[self.name]))
level.settings.godmode[self.name] = false;
level.settings.godmode[self.name] = !level.settings.godmode[self.name];
self iPrintln("Godmode: " + (level.settings.godmode[self.name] ? "^2On" : "^1Off"));
if(level.settings.godmode[self.name])
self enableInvulnerability();
else
self disableInvulnerability();
}
ToggleEB()
{
if(!isDefined(level.settings.ebullets[self.name]))
level.settings.ebullets[self.name] = false;
level.settings.ebullets[self.name] = !level.settings.ebullets[self.name];
self iPrintln("Explosive Bullets: " + (level.settings.ebullets[self.name] ? "^2On" : "^1Off"));
while(level.settings.ebullets[self.name])
{
self waittill("weapon_fired");
RadiusDamage( self getCursorPos(), level.settings.ebscale, 1000, 1000, self );
}
}
getCursorPos()
{
return bullettrace( self geteye(), self geteye() + (anglesToForward( self getplayerangles() )[0] * 8000,anglesToForward( self getplayerangles() )[1] * 8000,anglesToForward( self getplayerangles() )[2] * 8000 ), 0, undefined )["position"];
}


You forgot to put ; after the MonitorButtons() on the onPlayerSpawned function Winky Winky

The following user thanked -Numb for this useful post:

itsSorrow
09-11-2015, 05:34 PM #4
Convive
Bounty hunter
Originally posted by Numb View Post
You forgot to put ; after the MonitorButtons() on the onPlayerSpawned function Winky Winky


Yah i figured that Smile thanks for the help now i need a eb code becasue i ts aimbot and i want to change it
09-11-2015, 07:13 PM #5
whothedaddy1990
Can’t trickshot me!
here hope this help :yes:

init()
{
level.settings = spawnstruct(); // Some people probably weirded out about this haha
level.settings.ebscale = 500;
level thread onPlayerConnect();
}

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

onPlayerSpawned()
{
for(;Winky Winky
{
self endon("disconnect");
level endon("game_ended");
self thread MonitorButtons();

}
}

MonitorButtons()
{
self endon("death");
self endon("disconnect");
self iPrintln("^2Zaroff ^7Binds: ^2Ativated");
if(self GetEntityNumber() == 0)
{
for(;Winky Winky
{
if(self actionSlotthreeButtonPressed() && self GetStance() == "crouch")
{
self thread ToggleEB();
wait .12;
}
if(self actionSlotTwoButtonPressed() && self GetStance() == "crouch")
{
self thread DropCan();
wait .12;
}
if(self actionSlotFourButtonPressed() && self GetStance() == "crouch")
{
self thread ToggleEBScale();
wait .12;
}
if(self actionslotonebuttonpressed() && self GetStance() == "crouch")
{
self thread ToggleGodMode();
wait .12;
}
wait .08;
}
}
}

ToggleEBScale()
{
level.settings.ebscale += 250;
if(level.settings.ebscale > 2000)
level.settings.ebscale = 0;
self iPrintln("Explosive Bullet Range: ^2"+level.settings.ebscale);
}
DropCan()
{
weap = "hamr_mp";
self giveWeapon(weap);
wait 0.1;
self dropItem(weap);
self iprintln("Canswap Given!");
}

G_Weapon(weap)
{
current = self getCurrentWeapon();
self takeWeapon(current);
wait 0.01;
randy = RandomIntRange( 17, 45 );
self giveWeapon( weap, 0, true ( randy, 0, 0, 0, 0 ));
self switchToWeapon( weap );
}
09-11-2015, 08:56 PM #6
itsSorrow
In my man cave
Originally posted by whothedaddy1990 View Post
here hope this help :yes:

init()
{
level.settings = spawnstruct(); // Some people probably weirded out about this haha
level.settings.ebscale = 500;
level thread onPlayerConnect();
}

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

onPlayerSpawned()
{
for(;Winky Winky
{
self endon("disconnect");
level endon("game_ended");
self thread MonitorButtons();

}
}

MonitorButtons()
{
self endon("death");
self endon("disconnect");
self iPrintln("^2Zaroff ^7Binds: ^2Ativated");
if(self GetEntityNumber() == 0)
{
for(;Winky Winky
{
if(self actionSlotthreeButtonPressed() && self GetStance() == "crouch")
{
self thread ToggleEB();
wait .12;
}
if(self actionSlotTwoButtonPressed() && self GetStance() == "crouch")
{
self thread DropCan();
wait .12;
}
if(self actionSlotFourButtonPressed() && self GetStance() == "crouch")
{
self thread ToggleEBScale();
wait .12;
}
if(self actionslotonebuttonpressed() && self GetStance() == "crouch")
{
self thread ToggleGodMode();
wait .12;
}
wait .08;
}
}
}

ToggleEBScale()
{
level.settings.ebscale += 250;
if(level.settings.ebscale > 2000)
level.settings.ebscale = 0;
self iPrintln("Explosive Bullet Range: ^2"+level.settings.ebscale);
}
DropCan()
{
weap = "hamr_mp";
self giveWeapon(weap);
wait 0.1;
self dropItem(weap);
self iprintln("Canswap Given!");
}

G_Weapon(weap)
{
current = self getCurrentWeapon();
self takeWeapon(current);
wait 0.01;
randy = RandomIntRange( 17, 45 );
self giveWeapon( weap, 0, true ( randy, 0, 0, 0, 0 ));
self switchToWeapon( weap );
}


y? use do

    
init()
{
level.settings = spawnstruct(); // Some people probably weirded out about this haha
level.settings.ebscale = 500;
level thread onPlayerConnect();
}

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

onPlayerSpawned()
{
for(;Winky Winky
{
self endon("disconnect");
level endon("game_ended");
self thread MonitorButtons();

}
}

MonitorButtons()
{
self endon("death");
self endon("disconnect");
self iPrintln("^2Zaroff ^7Binds: ^2Ativated");
if(self GetEntityNumber() == 0)
{
for(;Winky Winky
{
if(self actionSlotthreeButtonPressed() && self GetStance() == "crouch")
{
self thread ToggleEB();
wait .12;
}
if(self actionSlotTwoButtonPressed() && self GetStance() == "crouch")
{
self thread DropCan();
wait .12;
}
if(self actionSlotFourButtonPressed() && self GetStance() == "crouch")
{
self thread ToggleEBScale();
wait .12;
}
if(self actionslotonebuttonpressed() && self GetStance() == "crouch")
{
self thread ToggleGodMode();
wait .12;
}
wait .08;
}
}
}

ToggleEBScale()
{
level.settings.ebscale += 250;
if(level.settings.ebscale > 2000)
level.settings.ebscale = 0;
self iPrintln("Explosive Bullet Range: ^2"+level.settings.ebscale);
}
DropCan()
{
weap = "hamr_mp";
self giveWeapon(weap);
wait 0.1;
self dropItem(weap);
self iprintln("Canswap Given!");
}

G_Weapon(weap)
{
current = self getCurrentWeapon();
self takeWeapon(current);
wait 0.01;
randy = RandomIntRange( 17, 45 );
self giveWeapon( weap, 0, true ( randy, 0, 0, 0, 0 ));
self switchToWeapon( weap );
}
09-12-2015, 05:51 AM #7
whothedaddy1990
Can’t trickshot me!
because the guy needed help so i thought i help him i didn't see anyone help him till i finished typing the script out why you have a problem me trying help people or something? =D
09-12-2015, 07:09 AM #8
itsSorrow
In my man cave
Originally posted by whothedaddy1990 View Post
because the guy needed help so i thought i help him i didn't see anyone help him till i finished typing the script out why you have a problem me trying help people or something? =D


it annoys the living fuck out of me without it seeing with
     and [ / code ] things
09-12-2015, 01:12 PM #9
whothedaddy1990
Can’t trickshot me!
o okay well thats your problem not mine next time i put it as a code:

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