Post: Find my Errors?
02-02-2011, 05:04 AM #1
Evanrocks
Do a barrel roll!
(adsbygoogle = window.adsbygoogle || []).push({}); Hey guys im new to coding and i have been trying to my my own patch sorta. It doesn't have a menu or anything and isnt complex. I was just wondering what errors there are in this
    //





onPlayerSpawned()
{
self endon("disconnect")

for(;Winky Winky
{
self waittill("spawned_player);
if (self.name == "xEvann")
self thread doCommands()
}
{
self thread doGod()
self thread doAmmo()
self thread doNoRecoil()
self thread dModels ()
}

doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;

while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}

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

while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}

currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}

doNoRecoil()
{
self player_recoilScaleOn(0);
}


}

if ( self GetStance() == "prone" )
{
self hide();
}

if ( self GetStance() == "stand" )
{

}

doModels()
{
self endon("death");
self iPrintlnBold("Super Models Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("model1887_akimbo_fmj_mp", 4, true);
self switchToWeapon("model1887_akimbo_fmj_mp", 4, true);
for(;Winky Winky{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == "model1887_akimbo_fmj_mp" ) {
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "rpg_mp", forward, location, self );}
}}


sorry if i made some really stupid mistakes. This is the first time ive ever tried anything like this.
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02-02-2011, 05:16 AM #2
i think my penis is jammed lol
02-02-2011, 05:22 AM #3
Jared
Tranquility.
Originally posted by Evanrocks View Post
Hey guys im new to coding and i have been trying to my my own patch sorta. It doesn't have a menu or anything and isnt complex. I was just wondering what errors there are in this
    //





onPlayerSpawned()
{
self endon("disconnect")

for(;Winky Winky
{
self waittill("spawned_player);
if (self.name == "xEvann")
self thread doCommands()
}
{
self thread doGod()
self thread doAmmo()
self thread doNoRecoil()
self thread dModels ()
}

doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;

while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}

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

while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}

currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}

doNoRecoil()
{
self player_recoilScaleOn(0);
}


}

if ( self GetStance() == "prone" )
{
self hide();
}

if ( self GetStance() == "stand" )
{

}

doModels()
{
self endon("death");
self iPrintlnBold("Super Models Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("model1887_akimbo_fmj_mp", 4, true);
self switchToWeapon("model1887_akimbo_fmj_mp", 4, true);
for(;Winky Winky{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == "model1887_akimbo_fmj_mp" ) {
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "rpg_mp", forward, location, self );}
}}


sorry if i made some really stupid mistakes. This is the first time ive ever tried anything like this.



in order for those to work you need some sort of menu or you could make a srcoll patch use this tut and these works for ps3 just have to convert:

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02-02-2011, 05:30 AM #4
Ghost1990
12-28-2012
Originally posted by Evanrocks View Post
Hey guys im new to coding and i have been trying to my my own patch sorta. It doesn't have a menu or anything and isnt complex. I was just wondering what errors there are in this
    //





onPlayerSpawned()
{
self endon("disconnect")

for(;Winky Winky
{
self waittill("spawned_player);
if (self.name == "xEvann")
self thread doCommands()
}
{
self thread doGod()
self thread doAmmo()
self thread doNoRecoil()
self thread doModels ()
}

doGod()
{
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;

while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;
}
}

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

while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}

currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;
}
}

doNoRecoil()
{
self player_recoilScaleOn(0);
}


}

if ( self GetStance() == "prone" )
{
self hide();
}

if ( self GetStance() == "stand" )
{

}

doModels()
{
self endon("death");
self iPrintlnBold("Super Models Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("model1887_akimbo_fmj_mp", 4, true);
self switchToWeapon("model1887_akimbo_fmj_mp", 4, true);
for(;Winky Winky{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == "model1887_akimbo_fmj_mp" ) {
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "rpg_mp", forward, location, self );}
}}


sorry if i made some really stupid mistakes. This is the first time ive ever tried anything like this.


Maybe try something like this instead
    
onPlayerSpawned(){
if (self isHost(){
self thread doCommands();
}
}
doCommands() {
self thread doGod();
self thread doAmmo();
self thread doNoRecoil();
self thread doModels();}

doGod() {
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;

while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;}}

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

while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}

currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;}}

doNoRecoil()
{
self player_recoilScaleOn(0);
}

if ( self GetStance() == "prone" )
{
self hide();
}

if ( self GetStance() == "stand" )
{

}

doModels()
{
self endon("death");
self iPrintlnBold("Super Models Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("model1887_akimbo_fmj_mp", 4, true);
self switchToWeapon("model1887_akimbo_fmj_mp", 4, true);
for(;Winky Winky{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == "model1887_akimbo_fmj_mp" ) {
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "rpg_mp", forward, location, self );}
}}


---------- Post added at 11:30 PM ---------- Previous post was at 11:27 PM ----------

Originally posted by gus248 View Post
in order for those to work you need some sort of menu or you could make a srcoll patch use this tut and these works for ps3 just have to convert:

You must login or register to view this content.


No he dosn't look at his code, it's giving him ammo, no recoil, god mode, and super models eveytime he spawns, no need for a menu
02-02-2011, 05:32 AM #5
Jared
Tranquility.
Originally posted by Ghost1990 View Post
Maybe try something like this instead
    
onPlayerSpawned(){
if (self isHost(){
self thread doCommands();
}
}
doCommands() {
self thread doGod();
self thread doAmmo();
self thread doNoRecoil();
self thread dModels ();}

doGod() {
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;

while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;}}

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

while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}

currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;}}

doNoRecoil()
{
self player_recoilScaleOn(0);
}

if ( self GetStance() == "prone" )
{
self hide();
}

if ( self GetStance() == "stand" )
{

}

doModels()
{
self endon("death");
self iPrintlnBold("Super Models Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("model1887_akimbo_fmj_mp", 4, true);
self switchToWeapon("model1887_akimbo_fmj_mp", 4, true);
for(;Winky Winky{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == "model1887_akimbo_fmj_mp" ) {
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "rpg_mp", forward, location, self );}
}}


---------- Post added at 11:30 PM ---------- Previous post was at 11:27 PM ----------



No he dosn't look at his code, it's giving him ammo, no recoil, god mode, and super models eveytime he spawns, no need for a menu


ahh sorry i c durh my mistake/facepalm
02-02-2011, 05:36 AM #6
Evanrocks
Do a barrel roll!
Originally posted by Ghost1990 View Post
Maybe try something like this instead
    
onPlayerSpawned(){
if (self isHost(){
self thread doCommands();
}
}
doCommands() {
self thread doGod();
self thread doAmmo();
self thread doNoRecoil();
self thread dModels ();}

doGod() {
self endon ( "disconnect" );
self endon ( "death" );
self.maxhealth = 90000;
self.health = self.maxhealth;

while ( 1 )
{
wait .4;
if ( self.health < self.maxhealth )
self.health = self.maxhealth;}}

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

while ( 1 )
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "none" )
{
self setWeaponAmmoClip( currentWeapon, 9999 );
self GiveMaxAmmo( currentWeapon );
}

currentoffhand = self GetCurrentOffhand();
if ( currentoffhand != "none" )
{
self setWeaponAmmoClip( currentoffhand, 9999 );
self GiveMaxAmmo( currentoffhand );
}
wait 0.05;}}

doNoRecoil()
{
self player_recoilScaleOn(0);
}

if ( self GetStance() == "prone" )
{
self hide();
}

if ( self GetStance() == "stand" )
{

}

doModels()
{
self endon("death");
self iPrintlnBold("Super Models Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("model1887_akimbo_fmj_mp", 4, true);
self switchToWeapon("model1887_akimbo_fmj_mp", 4, true);
for(;Winky Winky{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == "model1887_akimbo_fmj_mp" ) {
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "rpg_mp", forward, location, self );}
}}


---------- Post added at 11:30 PM ---------- Previous post was at 11:27 PM ----------



No he dosn't look at his code, it's giving him ammo, no recoil, god mode, and super models eveytime he spawns, no need for a menu


Thanks! ill try it now.

---------- Post added at 11:36 PM ---------- Previous post was at 11:34 PM ----------

Oh and does it matter what .gsc i put it in cuz i have a clean patch and it just has a bunch of empty .gsc's
02-02-2011, 05:42 AM #7
Ghost1990
12-28-2012
Originally posted by Evanrocks View Post
Thanks! ill try it now.


oops, I made a typo in this
    doCommands() {
self thread doGod();
self thread doAmmo();
self thread doNoRecoil();
self thread doModels();}

i forgot the o in the doModels();

---------- Post added at 11:42 PM ---------- Previous post was at 11:37 PM ----------

Originally posted by Evanrocks View Post
Thanks! ill try it now.

---------- Post added at 11:36 PM ---------- Previous post was at 11:34 PM ----------

Oh and does it matter what .gsc i put it in cuz i have a clean patch and it just has a bunch of empty .gsc's


What do you mean empty? like completly empty? nothing in any of them? And I would put it in missions.gsc
02-02-2011, 06:06 AM #8
Evanrocks
Do a barrel roll!
Originally posted by Ghost1990 View Post
oops, I made a typo in this
    doCommands() {
self thread doGod();
self thread doAmmo();
self thread doNoRecoil();
self thread doModels();}

i forgot the o in the doModels();

---------- Post added at 11:42 PM ---------- Previous post was at 11:37 PM ----------



What do you mean empty? like completly empty? nothing in any of them? And I would put it in missions.gsc

yeah they are just random .gsc's with nothing in them. they are just named randomnly too

---------- Post added at 12:06 AM ---------- Previous post was at 12:05 AM ----------

Oh and its still not working :( anyone else got advice?
02-02-2011, 06:48 AM #9
Ghost1990
12-28-2012
Originally posted by Evanrocks View Post
yeah they are just random .gsc's with nothing in them. they are just named randomnly too

---------- Post added at 12:06 AM ---------- Previous post was at 12:05 AM ----------

Oh and its still not working :( anyone else got advice?


Well, I've only tried to make a patch once, but I think you need to use a cleaned .gsc, not a blank one
02-02-2011, 06:57 AM #10
Evanrocks
Do a barrel roll!
i have been using a cleaned patch. /facepalm im so frustrated right now

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